Merge branch 'master' into gonesolong

Conflicts:
	src/CMakeLists.txt
	src/b_think.cpp
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_fighterplayer.cpp
	src/namedef.h
	src/p_enemy.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/p_teleport.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_function.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt

- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
  were added to thingdef_function.cpp over the past year, as this file no
  longer exists in this branch.
This commit is contained in:
Randy Heit 2014-12-21 20:43:24 -06:00
commit b5e4153c78
182 changed files with 23025 additions and 8730 deletions

View file

@ -1592,7 +1592,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
}
#endif
// [SP] If you don't see any enemies in deathmatch, look for players (but only when friend to a specific player.)
if (actor->FriendPlayer == 0 && (!teamplay || actor->DesignatedTeam == TEAM_NONE)) return result;
if (actor->FriendPlayer == 0 && (!teamplay || actor->GetTeam() == TEAM_NONE)) return result;
if (result || !deathmatch) return true;
@ -1600,7 +1600,10 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
!multiplayer &&
players[0].health <= 0)
players[0].health <= 0 &&
actor->goal == NULL &&
gamestate != GS_TITLELEVEL
)
{ // Single player game and player is dead; look for monsters
return P_LookForMonsters (actor);
}
@ -3205,7 +3208,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die)
PARAM_ACTION_PROLOGUE;
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
P_DamageMobj (self, NULL, NULL, self->health, damagetype, DMG_FORCED);
if (self->flags & MF_MISSILE)
P_ExplodeMissile(self, NULL, NULL);
else
P_DamageMobj(self, NULL, NULL, self->health, damagetype, DMG_FORCED);
return 0;
}
@ -3322,13 +3328,13 @@ void A_BossDeath(AActor *self)
{
if (type == NAME_Fatso)
{
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false);
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return;
}
if (type == NAME_Arachnotron)
{
EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, 0, 0, false);
EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, -1, 0, false);
return;
}
}
@ -3337,11 +3343,11 @@ void A_BossDeath(AActor *self)
switch (level.flags & LEVEL_SPECACTIONSMASK)
{
case LEVEL_SPECLOWERFLOOR:
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false);
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return;
case LEVEL_SPECLOWERFLOORTOHIGHEST:
EV_DoFloor (DFloor::floorLowerToHighest, NULL, 666, FRACUNIT, 0, 0, 0, false);
EV_DoFloor (DFloor::floorLowerToHighest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return;
case LEVEL_SPECOPENDOOR: