The overall situation is thus as follows:
- in C and from Lua, that member is called 'fogpal'
- In CON (both C-CON and LunaCON), it's 'fogpal' with 'alignto' being an alias;
'filler' wasn't available before, either.
- In m32script, it's 'fogpal' or 'alignto' ('filler' is not available any more)
git-svn-id: https://svn.eduke32.com/eduke32@4416 1a8010ca-5511-0410-912e-c29ae57300e0
The state quries the user for four values: ref. picnum, target picnum, max.
ldist and a lotag. Then, for all sprites i (of ref. picnum), for all sprites j
(of target picnum), if ldist(i,j)<=maxldist, sprite j's lotag is changed to the
provided one.
Also add lunatic/test/maputil.lua, containing a similar function but allowing
to customize the selection predicates of the ref. and target sprites, as well
as the action to carry out.
git-svn-id: https://svn.eduke32.com/eduke32@4414 1a8010ca-5511-0410-912e-c29ae57300e0
Also, extend the documentation for r_usenewshading a little. Specifically,
note when the different modes were introduced. BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4410 1a8010ca-5511-0410-912e-c29ae57300e0
This replaces all remaining magic numbers with enumerations thereof.
It also tweaks the following, even though most will be irrelevant post-rewrite:
-Remove unused menus
-Properly center the nuke icon in Duke and the star icon in NAM
-Fix the multiplayer macro editing menu:
--Position the currently editing quote its proper spot instead of beneath the first row
--Don't highlight the first quote while editing a different one
--Select the quote just edited when finished editing instead of the first one
-Fix the cursor of a centered text input field (such as the adult mode password)
-Implement proper shade glowing of selected menu entries in Joystick Settings, Joystick Axes, and Joystick Dead Zones
-Shift the the Joystick Axes menu down to avoid overlapping the title bar
-Change the title of mouse digital axis assignment "Digital Axes Setup" instead of "Advanced Mouse"
-Fix the behavior of the Next button in Joystick Dead Zones to not act like a scrollbar
git-svn-id: https://svn.eduke32.com/eduke32@4399 1a8010ca-5511-0410-912e-c29ae57300e0
Fix a case in G_MovePlayers(), where the player sprite's shade is approached
toward the ceiling/floor's shade. Before, it could stop at one above or below!
git-svn-id: https://svn.eduke32.com/eduke32@4392 1a8010ca-5511-0410-912e-c29ae57300e0
Also add two static assertions checking that the obituary quotes don't go
out of the MAXQUOTES bound. BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4391 1a8010ca-5511-0410-912e-c29ae57300e0
In C and Lunatic, split 'jumptoplayer' of enum amoveflags_t / action.MOVFLAGS
into 'jumptoplayer_bits' and 'jumptoplayer_only' (see updated Lunatic doc).
git-svn-id: https://svn.eduke32.com/eduke32@4378 1a8010ca-5511-0410-912e-c29ae57300e0
That is, always bitwise-OR the per-tile actor flags with the existing ones.
git-svn-id: https://svn.eduke32.com/eduke32@4374 1a8010ca-5511-0410-912e-c29ae57300e0
Reserved bits are those that have no predefined SFLAG_* label in CON.
git-svn-id: https://svn.eduke32.com/eduke32@4372 1a8010ca-5511-0410-912e-c29ae57300e0
This flag is set from C for some enemies that should not be pushed back when
damaged, such as TANK. Both the tile flag and the per-sprite flag are used
(i.e. the ultimate flag value is the XOR of the two).
Add currently non-functional example to test.lua that attempts to set this bit
for NEWBEAST.
git-svn-id: https://svn.eduke32.com/eduke32@4371 1a8010ca-5511-0410-912e-c29ae57300e0
Unlike in C-CON, it only tries an exact match with the given and uppercased
label, not "full" case-insensitive search.
git-svn-id: https://svn.eduke32.com/eduke32@4370 1a8010ca-5511-0410-912e-c29ae57300e0
Make Mapster32 save as map-text if there is a wall with non-zero 'blend'.
git-svn-id: https://svn.eduke32.com/eduke32@4368 1a8010ca-5511-0410-912e-c29ae57300e0
Given highlighted sectors, these take the arithmetic mean of their ceiling's
or floor's (respectively) z, removing the slope bit from all, and setting the
new z to the mean one, rounded down to 1024 Build z units (one PGUP/PGDN).
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4357 1a8010ca-5511-0410-912e-c29ae57300e0
We shouldn't be using its actor[].t_data[8] because that one is used by the
sprite rotation-fixing system (which fixes STAT_FX sprites to the positions
relative to the pivot, too).
Test case source/lunatic/test/delmusicsfx.lua still passes with this
modification.
git-svn-id: https://svn.eduke32.com/eduke32@4352 1a8010ca-5511-0410-912e-c29ae57300e0