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
Add p_dialog.[ch] to Makefile.
+ P_DialogStart implemented
Minor tweaks to some action functions, more comments as always, removed
+ P_DialogStart implemented
+ All linedef flags added
+ Translucent sprites - initial implementation
+ Corrected some mistakes in P_ZMovement
+ Vissprite clipping for MF_FEETCLIPPED flag
+ Fixed typo in A_SentinelAttack
+ More codepointers implemented
Fixes to Inquisitor grenades, Loremaster hookshot spawn, and
+ P_ThrustMobj implemented
Minor reformatting, added some comments, and fixed P_SpawnFacingMissile
+ More codepointers implemented
Comment fix, and enabled player's extreme death sound.
+ Un-inlined P_NewRandomDir
Started some second-hand verification and added more comments to p_pspr.
- Remove useless makefile.am from project
- Add p_dialog.* to codeblocks project
Corrections to some of Kaiser's previous commits. Also, significant work
+ P_NewRandomDir function added
+ Strife translation tables implemented
Remove an order-of-evaluation dependency with respect to P_Random().
+ A_FireSigil implemented
+ p_pspr.c almost completed. Needs A_FireSigil to be implemented
+ Found nearly duplicate names (MT_MINIMISSLE and MT_MINIMISLE).
+ Map flags for things added (MTF_*)
+ Update to P_SpawnSubMissile, portions of the code was from a inlin'ed
+ P_SpawnSubMissile created/added
Minor reformatting and elimination of a redundant branch condition
Code to read dialog lump field-by-field to avoid any possible problems
+ More button flags added to buttoncode_e
Added p_dialog module and header. Started work on dialog engine.
Add configuration to setup tool for Strife, and Strife IWAD mask
Added Strife keys to configuration. Note that this *depends* on the
+ Jumping/look/centerview actions added
Tweaks to Kaiser's PIT_CheckThing work: moved up thing == tmthing check,
- Add strife codeblocks project file
+ Update to PIT_CheckThing
+ Thing z height clipping code added
Started work on status bar, including loading and drawing some of the
+ Removing debug/testing code (whoops)
+ Terrain type system implemented
Handle green palette flash powered by player->nukagecount, and added
Replace M_NEWG with M_NGAME in menus, disable DOOM status bar, and get