Commit graph

106 commits

Author SHA1 Message Date
Christoph Oelckers
047c0c9537 - fixed recreation of state lights
This must also happen if the previous state had a light but the current one does not.
2021-10-19 08:07:06 +02:00
Christoph Oelckers
6bf487dac3 - fixed wrong state being checked for dynamic light updating. 2021-10-03 15:44:42 +02:00
Christoph Oelckers
3ef60a40a5 - fixed particle processing in the main thinker loop
This may not be guarded by the dynamic light flags, only the light ticking may.
2021-09-24 08:33:37 +02:00
drfrag
d84b44cbd1 - Add missing null pointer check. 2021-09-24 08:07:20 +02:00
Christoph Oelckers
23477342c3 - fixed handling of states with the 'light' keyword. 2021-09-24 00:01:19 +02:00
Christoph Oelckers
6c12a8de12 - properly track whether some action in the current frame may have triggered a dynamic light activation. 2021-09-21 20:31:43 +02:00
Christoph Oelckers
109069f718 - removed the unused palette parameter from the V_GetColor family of functions. 2021-08-14 09:57:23 +02:00
Christoph Oelckers
9082ef7d49 - MBF21: more work on flags.
* added handlers for the missing upper flags in the first flag word.
* refactored some code related to MF_BOUNCES to adapt to other flags' changes to avoid constant property updates for too many flags.
* treat anything with RF_ZDOOMTRANS as non-translucent for the purpose of the flag checks.
2021-07-02 19:48:58 +02:00
Christoph Oelckers
c700682a36 - MBF21: ported the code pointers to ZScript.
So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.
2021-07-01 00:53:15 +02:00
Christoph Oelckers
057cc0678b - MBF21: handling of new flags in sector special. 2021-06-28 16:20:35 +02:00
nashmuhandes
b28e5cb917 Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag(). 2021-03-15 21:31:16 +01:00
drfrag
24cf27e9e2 - Fix ALWAYSFAST actor flag. 2021-01-13 20:13:52 +01:00
Rachael Alexanderson
476e59fbab - add sv_instantreaction dmflag 2021-01-13 07:04:18 -05:00
drfrag
4ff72e937f - Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare. 2021-01-13 06:30:13 -05:00
Christoph Oelckers
e19b1b2ee7 - fixed: IceGuyFX2 set its owner too late. 2020-11-25 07:37:17 +01:00
Player701
7ff79546e4 - Fixed: If AbsorbDamage resulted in an item having been destroyed, the following items in the inventory chain were not processed. 2020-11-17 12:54:05 +01:00
Rachael Alexanderson
5b03e86a2b - add 'sv_alwaysspawnmulti' dmflags2 2020-10-26 03:33:02 -04:00
nashmuhandes
6e692e5571 Allow retrieval of the custom Crush state in WorldThingGround 2020-10-25 20:10:52 +01:00
nashmuhandes
7285c5aca8 Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed. 2020-10-25 20:10:52 +01:00
Christoph Oelckers
3bd365f934 - Added the usable parts of Rachael's 'Spawnmulti' spawn flag PR.
This needed a small fix in SpawnMapThing to apply the correct flags for Hexen format maps.
2020-10-25 15:57:43 +01:00
Player701
761dea8640 - Implemented ZScript abstract functions 2020-10-19 08:24:43 +02:00
Nikolay Ambartsumov
5ece08d12e Make bMaskRotation angles portal-aware 2020-10-18 07:35:10 +02:00
Major Cooke
60f0d35477 Added ThruBits. 2020-10-17 09:51:24 +02:00
Christoph Oelckers
91406aa48b - fixed compilation.
Forgot to save these before the last commit. :(
2020-10-03 08:54:21 +02:00
Nikolay Ambartsumov
a72fdd7e3e Add MaxSlopeSteepness actor property 2020-10-03 07:53:55 +02:00
Christoph Oelckers
043de8c780 Revert "- avoid double linking to and unlinking from the world for actors."
This reverts commit 8fc9f1e5ef.

As I already feared, this does not work right. The entire linking/unlinking code is simply too fragile. So no protection here against inept tinkering.
2020-09-27 19:56:50 +02:00
Christoph Oelckers
8fc9f1e5ef - avoid double linking to and unlinking from the world for actors.
Some people apparently have to toy around with the engine's innards without fully understanding them. :(
When properly used the saveguards should never be triggered.
2020-09-26 19:09:00 +02:00
Player701
c60e026334
Fixed decals not appearing when firing at walls point-blank (#1186) 2020-09-22 07:03:37 -04:00
Cacodemon345
e74b9f1955
Add FALLDAMAGE flag and add property to properly apply falling damage… (#1153)
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters

* Change name of propermonsterdamage property to propermonsterfallingdamage
2020-09-15 15:38:51 +02:00
dondiego
560bbf0a9c
- Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. (#1165) 2020-08-29 15:08:08 -04:00
MajorCooke
eaba63e13b
View Angles (Part 1 - Redux) (#1002)
* Added ViewAngle/Pitch/Roll properties to actors.

- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.

* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
MajorCooke
85759e3bd0
Added A_SpriteOffset. (#895)
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
Sterling Parker
d2a9de0012
Add PlayerSpawned() event (#1118)
* Add PlayerSpawned() event

* add playerspawned to DStaticEventHandler

* Define PlyerSpawned() correctly
2020-08-25 11:54:20 -04:00
Christoph Oelckers
e47f016b23 - fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions. 2020-06-12 23:11:45 +02:00
Christoph Oelckers
932b2d820d - fixed floorclipping checks for 3D floors.
Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
2020-06-02 23:04:05 +02:00
Rachael Alexanderson
0f0768652a - force player respawn to call up the player's default class settings before determining where to respawn the player 2020-05-07 04:33:28 -04:00
Cacodemon345
4b4ff8dd0e
Fix bouncing missiles not dealing damage when hitting top/bottom (#1068)
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 08:55:09 +02:00
PaulyB
573b2958c6 Added MTF_NOCOUNT to spawn flags 2020-04-27 20:30:37 +02:00
Christoph Oelckers
bd3f4e7347 - relax pointer substitution restriction for morphed monsters. 2020-04-19 21:08:23 +02:00
Christoph Oelckers
6722b64ac0 - fixed: Setting 'noallies' on the level cleared the player's friendly flag.
The check was for mobj->player, which at this point wasn't set yet so the check failed.
2020-04-13 10:54:40 +02:00
alexey.lysiuk
72c8df530f - fixed compilation of optimized GCC and Clang targets 2020-04-12 11:03:25 +03:00
Christoph Oelckers
7b292cca57 - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
Christoph Oelckers
cf51508ce6 - moved around some pieces of code to make sharing with Raze easier. 2020-04-11 20:20:52 +02:00
Christoph Oelckers
ace3e29473 - removed the implicit conversion operators from FName.
These were creating dangerous interdependencies. It is better to do explicit conversions when needed.
As an added plus, this means that zstring.h no longer depends on name.h which was very annoying.
2020-04-11 14:00:13 +02:00
Major Cooke
39a9a48ad6 Added source, inflictor and damage flags to AbsorbDamage. 2020-02-09 19:07:52 +01:00
Christoph Oelckers
e82565373f - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00
alexey.lysiuk
1a19dbb52f - added 'damageonland' property to terrain definition
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor

https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 15:14:30 +01:00
Christoph Oelckers
d420b0ab05 - fixed: AActor::Revive did not restore flags8. 2019-11-30 22:03:19 +01:00
Christoph Oelckers
8b10d231cd - when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor. 2019-10-20 14:02:28 +02:00
Christoph Oelckers
62b0fc5f4e - give P_ExplodeMissile a damage type when being called from P_DamageMobj 2019-09-09 15:41:09 +02:00