Braden Obrzut
10934f4d70
- Lets try fixing the extra tic issue by evaluating the zero delay states at PostBeginPlay. This requires delaying the state cycling until the next tick.
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SVN r4234 (trunk)
2013-04-29 21:12:57 +00:00
Braden Obrzut
90b4480bcd
- Try that last fix again. This time check to see if we enter an infinite duration state and break out of the loop.
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SVN r4233 (trunk)
2013-04-28 18:55:55 +00:00
Braden Obrzut
81487f4a69
- Fixed: noextratic fix skipped over infinite duration states.
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SVN r4232 (trunk)
2013-04-28 18:00:41 +00:00
Randy Heit
4bc60ec900
- Added Blzut3's noextratic fix.
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SVN r4231 (trunk)
2013-04-28 03:55:31 +00:00
Randy Heit
a5d770b433
- Dropped items with the DONTGIB flag set will no longer be destroyed by crushers.
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SVN r4215 (trunk)
2013-04-16 17:55:17 +00:00
Randy Heit
4cf3a4a1cf
- Always spawn RocketSmokeTrail and GrenadeSmokeTrail actors, and make them invisible for players
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who don't want to see them. This is needed for multiplayer sync between players with different
settings for cl_rockettrails.
SVN r4206 (trunk)
2013-03-28 01:01:19 +00:00
Randy Heit
0c6c78517b
- Always at least halve the advance vector in P_CheckMissileSpawn().
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SVN r4197 (trunk)
2013-03-21 22:23:42 +00:00
Randy Heit
2874d927b1
- Random spawners no longer move the missile forward when spawning them, because presumably
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whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely
move the spawned missile outside of its shooter (and potentially beyond a wall the shooter
might happen to be standing next to).
SVN r4194 (trunk)
2013-03-21 03:06:04 +00:00
Randy Heit
fc4b0ffe68
- Use a missile's MaxTargetRange property as the range for P_AimLineAttack() inside P_SpawnPlayerMissile().
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SVN r4189 (trunk)
2013-03-20 03:19:02 +00:00
Randy Heit
e240d24abe
- Fixed: P_SpawnPlayerMissile() should not 0 the pitch for weapons that don't autoaim.
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This allows A_FireOldBFG to work properly when freelook is disabled.
SVN r4178 (trunk)
2013-03-13 02:56:54 +00:00
Christoph Oelckers
33f363f4c6
- added TheFortuneTeller's NORANDOMPUFFZ submission.
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SVN r4170 (trunk)
2013-02-27 10:35:44 +00:00
Randy Heit
70fa9e7b84
- Fixed: info CCMD listed bounce flags twice, under separate names.
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SVN r4134 (trunk)
2013-02-14 03:56:34 +00:00
Randy Heit
2f3dd8d959
- Moved MF4_BOSSSPAWNED flag copying from A_PainShootSkull to AActor::CopyFriendliness().
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SVN r4063 (trunk)
2013-02-05 02:33:11 +00:00
Braden Obrzut
dcb1a3c8bd
- GCC warning cleanup
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SVN r4031 (trunk)
2013-01-21 22:30:30 +00:00
Randy Heit
787c338871
- Added MAPINFO flag "SpawnWithWeaponRaised".
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SVN r4013 (trunk)
2013-01-03 02:08:08 +00:00
Randy Heit
549712e719
- P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
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can perform based on the amount of damage actually taken after all modifications are done to
it. However, if the damage is canceled away, blood will still spawn for the original damage
amount rather than the modified amount.
SVN r4012 (trunk)
2013-01-02 04:39:59 +00:00
Randy Heit
efbaab3440
- Never set the player actor's scale to the skin's directly. Only do it indirectly through
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P_CheckPlayerSprite().
SVN r4005 (trunk)
2013-01-02 02:26:22 +00:00
Randy Heit
c4859261ab
- Reformatted the info ccmd to be less verbose.
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SVN r3866 (trunk)
2012-09-09 02:36:53 +00:00
Randy Heit
ef55ce8684
- Fixed: P_SpawnBlood() would set Strife's Blood to the Spray state and then promptly go about setting it right back to the Spawn state.
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SVN r3862 (trunk)
2012-09-01 22:39:11 +00:00
Randy Heit
111b5c60c1
- Fixed: The check in P_SpawnBlood() to avoid advancing the state to something not owned by
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the spawned blood actor was backwards and would only advance to state's NOT owned by it.
SVN r3861 (trunk)
2012-09-01 22:34:09 +00:00
Randy Heit
3a6806942c
- Fixed: Horizontal movement should not trigger bump specials while predicting.
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SVN r3855 (trunk)
2012-08-28 02:52:53 +00:00
Randy Heit
625482aaeb
- Added actors' BounceSound, WallBounceSound, and CrushPainSound to preloading.
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- Moved marking of actor sounds for precaching into a virtual Actor function.
SVN r3838 (trunk)
2012-08-22 23:17:49 +00:00
Randy Heit
a505352da3
- Added noclip2 cheat. This is similar to noclip, except it also adds nogravity and the ability to fly through 3D floors.
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SVN r3832 (trunk)
2012-08-22 21:31:48 +00:00
Randy Heit
100391507e
- Added two new PlayerPawn properties:
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* GruntSpeed: The minimum speed a player must be falling at the time of landing to play *grunt.
* FallingScreamSpeed: When a player is falling within this range of speeds, they will play *falling.
SVN r3829 (trunk)
2012-08-14 03:24:59 +00:00
Randy Heit
7a8ccaad97
- Clear the shootable flag in P_ExplodeMissile().
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SVN r3827 (trunk)
2012-08-14 02:50:29 +00:00
Randy Heit
8c465df44e
- Added ACS function IsTIDUsed(tid): It returns whether any actors using the given TID exist. This
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is more efficient than ThingCount(tid, T_NONE), because it only needs to check for one actor
with the TID and not all of them. It also makes no distinction between dead things and live
things like ThingCount does.
- Added ACS function UniqueTID(tid, limit): It returns a new TID that is not currently used by
any actors. It has two modes of operation. If tid is non-zero, then it checks TIDs one-by-one
starting at the given tid until if finds a free one. If tid is zero, then it returns a completely
random TID. If limit is non-zero, then it will only check that many times for a free TID, so
it might not find a free one. If no free TID is found, 0 is returned. If limit is zero, then
the search is effectively unlimited.
SVN r3798 (trunk)
2012-08-01 03:12:43 +00:00
Randy Heit
9c0b0dc774
- Add the bob offset to the missiles spawned by P_SpawnMissile(), P_SpawnMissileAngle(), P_SpawnMissileAngleSpeed(), A_MissileAttack, A_ComboAttack, A_BasicAttack, A_CustomMissile, A_CustomComboAttack, A_ThrowGrenade, A_SpawnDebris, and A_Burst.
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- Add the bob offset to the value returned by GetActorZ.
SVN r3795 (trunk)
2012-07-30 00:05:24 +00:00
Randy Heit
ba00e3a185
- Remove FloatBobOffsets[], since it's just a mini-finesine[] table multiplied by 8.
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SVN r3753 (trunk)
2012-07-11 02:50:13 +00:00
Randy Heit
26e65b26a1
- Remove FloatBobDiffs[] table, as it is now unused.
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SVN r3752 (trunk)
2012-07-11 01:43:07 +00:00
Randy Heit
0c8e4c37d9
- The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them.
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SVN r3750 (trunk)
2012-07-08 02:18:15 +00:00
Randy Heit
71601f91d1
- Added MAPINFO flag RandomPlayerStarts. In this mode, no voodoo dolls are spawned. Instead, all
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player starts are added to a pool, and players spawn at a random spot.
SVN r3749 (trunk)
2012-07-08 01:43:47 +00:00
Randy Heit
390fd5dd6c
- Pass playernum as a parameter to P_SpawnPlayer(). Now P_SpawnMapThing() is the only thing
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that uses the MapThing's type to determine the which player is spawning.
SVN r3748 (trunk)
2012-07-07 22:52:37 +00:00
Randy Heit
f0d60ddcee
- Added UsePlayerStartZ MAPINFO option to cause P_SpawnPlayer() to offset the spawned player's
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Z position by the MapThing's Z, just like for any other MapThing.
- P_SpawnPlayer() now respects a player's SPAWNCEILING and SPAWNFLOAT flags.
SVN r3746 (trunk)
2012-07-07 03:18:09 +00:00
Randy Heit
f6ff2ea8a7
- Fixed: MF6_BUMPSPECIAL only worked when bumped from X/Y movement but not Z movement.
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SVN r3745 (trunk)
2012-07-07 02:28:29 +00:00
Randy Heit
5e2b4bddda
- Make floatbobbing a purely cosmetic effect that does not alter an actor's real position in the world.
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SVN r3744 (trunk)
2012-07-06 03:42:03 +00:00
Randy Heit
e1641da881
- Make APoisonCloud::DoSpecialDamage() and P_PoisonDamage() respect damage factors.
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- Pass the damage type to AActor::DoSpecialDamage().
SVN r3717 (trunk)
2012-06-29 04:21:31 +00:00
Christoph Oelckers
690e01d4fc
- unset CF_FLY cheat flag when a player is spawned.
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SVN r3703 (trunk)
2012-06-21 09:00:02 +00:00
Christoph Oelckers
ff25785781
- removed the MF5_FASTER and MF5_FASTMELEE flags and replaced them with a 'Fast' state flag.
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SVN r3692 (trunk)
2012-06-16 08:35:51 +00:00
Christoph Oelckers
3d7c6811c1
- The bouncing check from r3643 cannot be applied retroactively to the existing DOOMBOUNCE flag because mods depend on the old behavior. Instead of modifying BOUNCE_OnOff's behavior the correct way of doing this has to be implemented as a separate flag in order to avoid problems.
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SVN r3685 (trunk)
2012-06-10 10:17:49 +00:00
Christoph Oelckers
e094e1b515
- restored the old underwater sinking code for players.
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SVN r3684 (trunk)
2012-06-09 18:54:53 +00:00
Randy Heit
086d0a797e
- Added AActor::SetFriendPlayer() to make setting FriendPlayer cleaner to read when doing it with
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a player_t pointer.
SVN r3681 (trunk)
2012-06-09 04:15:56 +00:00
Christoph Oelckers
9c4a565366
- fixed: Inventory clearing after changing a level with the ACS ChangeLevel command did not properly clear the inventory. This will now use the same code as the ACS ClearInventory command.
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SVN r3673 (trunk)
2012-05-31 09:46:07 +00:00
Randy Heit
3bd45f8011
- Fixed: The sinking-in-water code didn't really know what to do with things that aren't players.
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SVN r3670 (trunk)
2012-05-31 04:32:37 +00:00
Christoph Oelckers
0cc6822a11
- ensure that the 'owner' variable in the missile spawning functions is always valid.
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SVN r3660 (trunk)
2012-05-17 10:57:57 +00:00
Christoph Oelckers
0f8e2441a1
- changed spectral missiles to use FriendPlayer instead of health to distinguish between player spawned and monster spawned versions. Also moved most of this into the basic missile spawning functions instead of littering all spectral missile spawning functions with these initializations.
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SVN r3651 (trunk)
2012-05-13 11:17:27 +00:00
Randy Heit
393b2177a9
- Fixed: When P_ZMovement() handled MF_FLOAT, it reset the actor's z velocity to 0. I'd like to
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know why that was in there, but I have no idea. It was like this for the entire life of the
repository, so I can't find anything from that. And since MF_FLOAT is typically also applied to
monsters with MF_NOGRAVITY, the z velocity should already be 0, so it's a change that makes
little sense.
SVN r3645 (trunk)
2012-05-13 00:27:51 +00:00
Randy Heit
dc2010105b
- Added the actor's address to the info CCMD's output so that you can locate actors in the world
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and then examine them more closely in the debugger.
SVN r3644 (trunk)
2012-05-12 23:59:18 +00:00
Randy Heit
f421f2411d
- Fixed: BOUNCE_AutoOff should not trigger when bouncing off a ceiling, since it will always pass the velocity check.
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SVN r3643 (trunk)
2012-05-12 23:21:22 +00:00
Randy Heit
2ab9c02a42
- Use SetOrigin() instead of P_TryMove to set the dropped item's position in AActor::DropInventory(). Also removed dropdist, since it wasn't used.
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SVN r3620 (trunk)
2012-05-04 02:56:28 +00:00
Randy Heit
0835230454
- P_SeekerMissile() now returns true when the projectile's speed is 0 and the tracer would otherwise be seekable. Fixes 0-speed missiles using A_SeekerMissile for special effects.
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SVN r3610 (trunk)
2012-05-01 03:14:34 +00:00
Randy Heit
fc6d55c508
- Fixed: PowerTimeFreezer needs to use different bits to mark timefreezing initiated by different
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players, or overlapping uses of PowerTimeFreezer will malfunction.
SVN r3599 (trunk)
2012-04-27 01:40:50 +00:00
Randy Heit
f8e64a13af
- On second thought, using FloorBounceMissile() for bouncing off the top of an actor might not
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be the best idea.
SVN r3598 (trunk)
2012-04-26 03:50:11 +00:00
Randy Heit
01dacce549
- Fixed: Bouncing missiles landing on an actor would just stop rather than bounce.
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SVN r3596 (trunk)
2012-04-26 03:30:02 +00:00
Christoph Oelckers
fdefd361e6
- Undid the 'Spray' state change because it obviously can't work with the default blood actor.
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SVN r3582 (trunk)
2012-04-22 07:32:09 +00:00
Christoph Oelckers
aa7464df66
- this must remain specific to Strife...
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SVN r3581 (trunk)
2012-04-22 07:29:40 +00:00
Christoph Oelckers
a79bcb73ac
- fixed the bloodspawning completely: It has to check for parent class's states, too, so that inherited blood still works
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- made the 'Spray' state in P_SpawnBlood available for all games.
SVN r3580 (trunk)
2012-04-22 07:23:59 +00:00
Randy Heit
5123a6b74b
- And this is what I get for not making sure it compiles...
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SVN r3577 (trunk)
2012-04-22 02:14:01 +00:00
Randy Heit
e51bd95d03
- Fixed: P_SpawnBlood did not check that the state it was setting for low-damage blood was valid.
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SVN r3576 (trunk)
2012-04-22 02:08:27 +00:00
Randy Heit
86842bc1da
- Fixed: P_TestMobjZ() should not let missile shooters block their missiles.
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SVN r3571 (trunk)
2012-04-19 02:50:43 +00:00
Randy Heit
280ca05554
- In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
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- Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too.
SVN r3562 (trunk)
2012-04-14 03:55:46 +00:00
Randy Heit
c0bc7532ac
- Fixed: If a player has the NOSKIN flag set, do not change their appearance to that of the
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skin when spawning or changing the skin.
SVN r3560 (trunk)
2012-04-14 03:07:28 +00:00
Randy Heit
2b52d686e9
- Use 3D midtexture restrictions when respawning actors.
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SVN r3550 (trunk)
2012-04-10 03:28:53 +00:00
Randy Heit
837126ae57
- Fixed: Do not interpolate from an actor's despawned position to its spawned position when it
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respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
must only consider 3D floors and midtexes.
SVN r3545 (trunk)
2012-04-08 21:12:14 +00:00
Randy Heit
d0bba7c3c3
- Added another flag to P_FindFloorCeiling() to get it to do its standard processing but
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without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.
SVN r3542 (trunk)
2012-04-08 05:39:46 +00:00
Christoph Oelckers
4ece349ee5
Expanded 'info' CCMD to also print the TID.
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SVN r3531 (trunk)
2012-04-07 13:15:40 +00:00
Randy Heit
5358fd594b
- Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
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The initial spawn did not, so this can prevent respawns of things that were initially
spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
onlymidtex.)
SVN r3518 (trunk)
2012-04-06 04:46:45 +00:00
Randy Heit
d8f509a73a
- Fixed: Monster respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
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- Fixed: Monster respawning used the newly spawned monster's SpawnPoint to determine what to
shift the Z position by. This is, naturally, always 0.
SVN r3510 (trunk)
2012-04-03 03:45:05 +00:00
Randy Heit
f312926e9f
- Fixed: Item respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
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SVN r3509 (trunk)
2012-04-03 03:35:20 +00:00
Randy Heit
386c2e93ab
- Restore randomization of monster respawn times accidentally taken out in r3485.
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SVN r3488 (trunk)
2012-03-29 04:33:37 +00:00
Randy Heit
13869d2173
- Fixed: Use buggy PointOnSide for respawning monsters too.
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SVN r3485 (trunk)
2012-03-28 02:23:54 +00:00
Randy Heit
45294cd3d3
- Remove unused FRICTION definition.
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SVN r3479 (trunk)
2012-03-23 23:27:19 +00:00
Randy Heit
d3a2a40a3a
- Fixed: Do not "Give player back the skin" when loading a savegame if they have MF4_NOSKIN set.
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SVN r3473 (trunk)
2012-03-23 03:37:55 +00:00
Randy Heit
c53c8f29e7
- Fixed: Just walking onto a 3D floor would not send SECSPAC_HitFloor or SECSPAC_HitCeiling events as it does with the real floor and ceiling. You needed some Z movement to make it happen.
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SVN r3461 (trunk)
2012-03-20 03:15:23 +00:00
Randy Heit
37a322e46b
- Fixed: Teleports that were not initiated by walking would not trigger sector actions.
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SVN r3455 (trunk)
2012-03-18 03:52:18 +00:00
Randy Heit
8fb20a98d1
- Fixed bug accidentally introduced in r3448.
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SVN r3451 (trunk)
2012-03-18 01:34:53 +00:00
Randy Heit
77c663a9b8
- In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
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for multiplayer: They now always check through the eyes of every player. For players whose
cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
network stream and lets Net_DoCommand() take care of it later. The logic here is that if
a player is viewing from something that isn't another player, then every player needs to know
about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
to a player, everybody needs to know about that too. But if they are viewing from a
player, it doesn't matter which player it is, so they can spynext/spyprev all they want
without letting the other players know about it (and without potentially breaking demos--due
to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
do substitutions of old objects that are pending deletion.
SVN r3448 (trunk)
2012-03-17 00:52:33 +00:00
Randy Heit
58f7e72d1b
- Restored savegame compatibility that was removed in r3427.
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SVN r3435 (trunk)
2012-03-13 02:43:24 +00:00
Christoph Oelckers
e4880d162f
- added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
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- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.
SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Christoph Oelckers
d3981197c5
- moved the FRenderer::StateChanged call from AActor::StaticSpawn to AActor::PostBeginPlay.
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- ensured that all classes reach AActor's PostBeginPlay method. Some were missing a Super call.
SVN r3404 (trunk)
2012-03-07 01:03:56 +00:00
Randy Heit
d59280eadb
- Preserve the MF_BLOCKED flag on level-spawned actors that have it in their default properties.
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SVN r3395 (trunk)
2012-02-28 01:54:35 +00:00
Randy Heit
7106c06811
- Allow for ACS_NamedExecute and friends to be used with SetThingSpecial.
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SVN r3389 (trunk)
2012-02-26 02:25:33 +00:00
Christoph Oelckers
893455ef61
- sync source with latest GZDoom:
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Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (trunk)
2011-12-06 08:36:28 +00:00
Randy Heit
b41dbf8a52
- A_SetPitch now clamps the player's pitch within the valid range. It can
...
be made to clamp other actors' pitches to within the range (-90,+90)
degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.
SVN r3323 (trunk)
2011-12-06 01:25:37 +00:00
Randy Heit
7d502e7789
- Added SMF_CURSPEED flag for A_SeekerMissile to cause it to use the missile's current speed rather than its Speed property.
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SVN r3318 (trunk)
2011-11-24 04:27:47 +00:00
Randy Heit
e121bd7d92
- Added compat_badangles to simulate Doom's incorrect sine table: Player
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spawning and teleporting will be offset by one fineangle so they cannot
face directly in one of the cardinal directions.
SVN r3308 (trunk)
2011-11-01 02:58:52 +00:00
Christoph Oelckers
a0bb1c2546
- added Gez's patch for proper splash checks with 3D-floors.
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SVN r3295 (trunk)
2011-09-21 19:39:12 +00:00
Braden Obrzut
faa122ede3
- Adjust VisibleToPlayerClass to accept multiple classes as well as work with inheritance.
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SVN r3291 (trunk)
2011-09-10 04:24:40 +00:00
Braden Obrzut
c013e72caa
- Backported VisibleToTeam and VisibleToPlayerClass from Skulltag with some modifications.
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SVN r3290 (trunk)
2011-09-08 01:28:26 +00:00
Christoph Oelckers
5bfcaab25c
- separation of software renderer from the rest of the code complete. All external access to the renderer is routed through the FRenderer interface class now, with two exceptions (2D texture drawing to a canvas and polymost testing code) that are handled by #defines.
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SVN r3263 (trunk)
2011-07-07 15:37:47 +00:00
Christoph Oelckers
163301dcd5
- took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
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SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
fbff5ca932
- moved r_interpolate.cpp and r_translate.cpp to r_data.
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- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.
SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
5c6fd66ed5
- rename src/resources to src/r_data.
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SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers
4626492f50
- separated all colormap related code from v_palette.cpp and r_data.cpp into its own file.
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SVN r3245 (trunk)
2011-07-03 10:47:35 +00:00
Christoph Oelckers
4d7fcbf1b8
- added Major Cooke's Death/Paintype submission.
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SVN r3237 (trunk)
2011-06-13 17:15:09 +00:00
Christoph Oelckers
44921297d3
- added DavidPH's PoisonDamageType submission.
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SVN r3235 (trunk)
2011-06-13 10:39:14 +00:00
Christoph Oelckers
a587ffed57
- added DavidPH's submission for allowing a special state on puffs when hitting bleeding actors.
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SVN r3234 (trunk)
2011-06-13 10:34:46 +00:00
Christoph Oelckers
61dfb608f4
- added DavidPH's ProjectileKickback submission.
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SVN r3228 (trunk)
2011-06-13 09:16:57 +00:00
Christoph Oelckers
6053627c5c
- added DONTCORPSE submission.
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SVN r3216 (trunk)
2011-05-26 23:27:58 +00:00
Christoph Oelckers
3277b508cd
- added SEEINVISIBLE submission.
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SVN r3215 (trunk)
2011-05-26 23:25:02 +00:00
Randy Heit
d3b44a4172
- Fix errors/warnings from MinGW 4.5.0 (tdm-1).
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- Disable the missing field initializers warnings that -Wextra produces from GCC.
SVN r3173 (trunk)
2011-03-29 05:20:33 +00:00