Commit graph

221 commits

Author SHA1 Message Date
62d10ed11c Remove fat chodes, Silver Bullet reimplemented. 2022-10-07 20:13:10 +02:00
146531003e Trim excess ammo types. Some guns not reimplemented yet. 2022-10-07 19:12:41 +02:00
f134375f7e Remove ZPolyobject due to licensing concerns. 2022-10-07 00:55:20 +02:00
e8181b9efc Initialize weapon BEFORE checking for auto-switch. 2022-10-05 17:10:23 +02:00
89737cc2e9 Archdemon lore. 2022-10-05 15:58:17 +02:00
dbd887e8db Remove redundant second argument in various TexMan.CheckForTexture calls. 2022-09-30 12:53:56 +02:00
e571fccc4d Mortal Rifle fully implemented (oh my). 2022-09-28 21:00:24 +02:00
2010962b03 Fix a small melee use oversight. 2022-09-27 21:46:09 +02:00
ed5f382ff9 Disappearing crosshair bug fixed. 2022-09-27 21:43:05 +02:00
088928ce06 Ensure pain elementals don't spawn lost souls when killed by ynykron. 2022-09-27 16:46:04 +02:00
5d60329642 Spreadgun shouldn't be autoselected with a golden shell chambered. 2022-09-26 17:33:40 +02:00
6aedf3e902 Explodium Guns should always reload simultaneously.
Previously this was done "by priority" back when the reload animation
required both hands, but now there's no need for that.
2022-09-26 17:30:54 +02:00
5d443cf33c Tweak various interpolators. 2022-09-26 15:15:11 +02:00
aa3343c568 Some precise crosshair fixes. 2022-09-24 22:12:12 +02:00
84fb9c036f Decouple precise crosshairs from weapons. 100% smoother now. 2022-09-24 21:33:48 +02:00
ccf8226f9e bInitialized was being set to FALSE instead of true on weapon pickup. 2022-09-23 22:27:45 +02:00
f535873e0b Fix Spreadgun and Wallbuster not autoswitching on first pickup. 2022-09-20 11:28:10 +02:00
6fef4692b6 Add SYNCHRONIZED flag to various non-interacting actors (which may be client-side, I have not checked). 2022-09-19 13:12:06 +02:00
8f04064672 Mortal Rifle cluster shot mode implemented. 2022-09-18 12:56:05 +02:00
502f9fc495 Adjust terrain splash alert radius. 2022-09-17 20:47:17 +02:00
1b74e6b84d Restore Deep Impact charge numbers in HUD. 2022-09-16 20:23:43 +02:00
e023f70124 Delay dialogues until map title text disappears. 2022-09-16 16:54:05 +02:00
468aa2ce51 Screwups I missed. 2022-09-16 11:34:41 +02:00
434e42a482 Some code cleanup + precache sounds for dlc weapons. 2022-09-16 11:30:31 +02:00
dda1c7f072 A tiny fix for decals from bouncing projectiles. 2022-09-15 14:05:21 +02:00
2c0c1df7f3 Mortal Rifle grenades now implemented. 2022-09-14 19:25:48 +02:00
639999de8b More Mortal Rifle progress. Precision Shot partially implemented. 2022-09-13 21:25:06 +02:00
136e339d53 Some small swapweapon fixes. 2022-09-11 12:35:46 +02:00
4f3891a2a7 Damagetype tweaks. 2022-09-09 19:20:52 +02:00
06a70af4b8 Invert "lid" of wall busting. 2022-09-09 14:31:20 +02:00
58b1a7ebba Move canvas stuff to separate files/folders. 2022-09-08 13:56:42 +02:00
d4d7fe0c13 Prevent autoswitching to unloaded Wallbuster/Spreadgun when out of ammo. 2022-09-06 15:33:22 +02:00
7c520ffeba Tweaks to the Biospark Carbine, reverting some old nerfs. 2022-09-04 18:07:54 +02:00
78dc1bb453 Convert Quadravol fire debuff to inventory item.
Copy over spread code from black shell debuff (lower hard lock risk).
2022-09-03 18:28:13 +02:00
bba6a6d0d7 Fix swap weapons + item respawn glitch. 2022-08-30 20:43:12 +02:00
c77504b9a2 Quadravol charge level 5 point blank fix.
Add DE_NONEXPLOSIVE flag to DoExplosion. Treats damage as "not explosive" (This makes detecting what is or isn't an explosive damage source easier).
2022-08-25 20:03:54 +02:00
2f5ffdfe41 Use Vec3FromAngles to create random unit vectors. 2022-08-24 15:20:57 +02:00
b40d8d0633 Healthbar / Damnum backport from sidemods. 2022-08-22 17:39:10 +02:00
0b93a01401 Quadravol level 2 projectile + melee tweaks. 2022-08-21 12:44:40 +02:00
ab462cc05d Quadravol melee and stance swap fully implemented.
Fix quick melee not hitting world geometry (oops).
2022-08-19 21:58:44 +02:00
99eb2d8861 More Quadravol progress (fire at charge level 1 functional). 2022-08-19 00:59:11 +02:00
4230b3b062 Vector/Trig math refactor into utility functions. 2022-08-18 16:18:22 +02:00
c90671fe29 Do not magnetize swapweapons. 2022-08-17 13:56:36 +02:00
2f22e89fc1 More Quadravol adjustments. 2022-08-17 01:21:38 +02:00
5488bfce5d Remove code built on incorrect assumptions about UI events.
That is, remove code for closing menus with the key that's bound to open them.
As it turns out, UIEvent.keystring isn't 1:1 with key binds for a command.
This SEEMINGLY worked since the Demolitionist Menu is by default bound to Q,
and pressing Q does send an UIEvent to the menu with the string "Q". But if,
for example, the menu had been bound to Tab, this would fall apart because then
the key string sent is "	" (a literal tab character).
If there is a way to do this properly, I don't know about it. I've looked
everywhere in GZDoom's code for a solution, something that would let me do what
I need, but alas, there is nothing there. Better to get rid of this in its
entirety than keep the flaky code in the mod until someone with a special
setup that breaks it shows up to complain.
2022-08-13 14:28:09 +02:00
b6138aa396 Itamex Hammer fully implemented. 2022-08-12 14:48:33 +02:00
94e421aca1 On second thought, inherit bDROPPED flag of swapped weapon. 2022-08-12 09:31:45 +02:00
823da0615e Fix swapped weapons having bDROPPED. 2022-08-12 01:24:51 +02:00
c0ae825f52 "Bonk Hammer" fun option. 2022-08-11 18:04:05 +02:00
311bf6e899 Combat hammer tertiary fire implemented. 2022-08-11 16:25:01 +02:00