+ stonecold, jimmy, gripper, donnytrump, and lego cheats added
+ Fixed fluke with upWaitDownStay plat type
Added buildDown16 stairs to EV_BuildStairs, and implemented all new S/W
Started work on P_UseSpecialLine cuz I was bored.
Implementation of teleflags for EV_Teleport. Fix to somewhat serious bug
Added linetype 180 to P_ShootSpecialLine and vetted other line types.
Rewrote P_GiveItemToPlayer to exactly match binary, particularly with
P_CrossSpecialLine is approximately 95% complete.
Fixed firing of missiles when looking up/down so that the aimslope
Working health bars on the status bar, and numerous fixes to
+ topo cheat added to am_map
Most status bar drawing finished.
Functional inventory status bar cursor and item rendering. Fix for
+ P_PlayerThink: Inventorydown bug fixed
+ Line types 194 and 211 added
+ Several more line types added
+ Fixed a minor fluke with type 165 in EV_VerticalDoor
+ EV_VerticalDoor: Missed type 165 added
+ SetVideoMode - center window on desktop when not in fullscreen mode
+ Renaming MF_INCOMBAT to MF_NODIALOG
Bug fixes: It's SPECTRALs that aren't hit by tracers, not MVIS things
Massive work on the HUD. Multiline messages now work properly and are
Had to manually correct almost every single mobjinfo name string as
More use of DEH_String and DEH_snprintf, especially in the dialog
Tons of warnings fixed - now only 7 warnings at warning level 3, and
Upped warning level and started fixing warnings - can't believe some
Revisions to objective macro and addition of voice with objective for
+ Change in P_DamageMobj due to fluke with specrtal checks
+ healthamounts array added
+ Fixed a fluke in A_TeleportBeacon
+ A_TeleportBeacon done
+ A_TeleportBeacon done
+ A_AcolyteSpecial fixed
+ A_Tracer, A_BurnSpread and A_AcolyteSpecial done
+ AM_drawPlayers and AM_drawThings done
+ AM_drawWalls updated/finished
Vetted all existing floor types and modified/added ones which changed.
+ P_PlayerThink and P_DeathThink done
Started work on normal single-player exit lines.
Had to majorly deconflict p_doors.c; kept my version of lock switch in
+ EV_VerticalDoor finished
Work on cheats and on teleportation effects.
+ EV_DoLockedDoor completed
Some reformatting, change of some strings to use DEH_String and
Fully implemented all finale code, including "intermission" speeches by
+ P_FindSlidingDoorType fixed where it was returning a null slidetype
+ Sliding door implementation
Use DEH_snprintf where appropriate.
Started finale slideshow stuff, added/tweaked quest flags, and did some
+ Fix for flaming death in P_KillMobj
+ P_DamageMobj mapped out
+ stonecold/workparm variables added
+ Updating pagetics in D_DoAdvanceDemo to ticrates
Call I_UpdateSound periodically to free finished sounds back to the
+ Minor fix for P_KillMobj. Suppose to make the player hop slightly when
I munged up A_CrusaderAttack pretty good, but it's fixed now.
+ Fixes for the power coupling
+ P_KillMobj mapped out
Functional demosequence for storyboard intro and exit outro.
+ Fixed flag clearing issue in P_ChangeSwitchTexture
+ return fix for P_ItemBehavior
+ externalized isregistered
+ Items can be picked up now
+ Fixed P_RemoveInventoryItem not returning the item's name properly
Added code (some possibly temporary?) to load voices.wad. Fixed several
+ P_RemoveInventoryItem and P_DropInventoryItem implemented
Minor reformatting in p_map.c, and found some code hex-rays was ignoring
+ P_GiveItemToPlayer fleshed out
- Add missing files to libtextscreen project
Changed MELEERANGE back to 64 and defined a new PLAYERMELEERANGE to be
+ Fixed a minor fluke in P_ChangeSwitchTexture
Post-merge fixes: Created project for OPL library. Fixed OPL library to
+ Broken glass implementation
+ More codepointers implemented
Changed mobj_t::allegiance to mobj_t::miscdata due to the fact it has
Update dehacked field names for beginnings of SeHacked support.
Fix static function mismatch build error.
Numbered most of the sprite enums for easy reference. Added more
Small comment change, tabs out of M_Responder for editability.
Functional menupause/menupausetime, fix to wait when there's not a
+ Converting needamountx and needitemx to arrays in choice struct
Proper dialog jumptoconv logic, and more commenting in P_DialogStart.
+ Update to mapdialog struct
+ Added check if linetarget is null in P_StartDialog
Bind appropriate configuration values for Strife in setup tool, and add
Use strife1.wad as IWAD, and strife.cfg as the main config file (not