ZDoom / Raze

Build engine port backed by GZDoom tech. Currently supports Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage and Powerslave/Exhumed.
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Implement MBF21 1.1 specs #451

Closed coelckers closed 3 years ago

coelckers commented 3 years ago

https://github.com/kraflab/mbf21/blob/master/docs/spec.md

[ ] Sector bit 8192: Kill grounded monsters [ ] Sector bit 4096: Alternative Damage Mode [ ] Line bit 4096: Block land monsters [ ] Line bit 8192: Block Players (map to existing feature) [ ] Line type 1024-1026: Extended scroller types [ ] Dehacked property "Infighting Group" [ ] Dehacked property "Projectile Group" [ ] Dehacked property "Splash Group" [ ] Dehacked property "MBF21 Bits" (many map to existing flags) [ ] Dehacked property "rip sound" (check proper implementation with base to pick correct actor!) [ ] Dehacked properties "Fast Speed", "Melee Range" (player's melee range use is new!) [ ] Dehacked weapon property "MBF21 Bits" (partially new flags, partially totally different names) [ ] Dehacked weapon property "Ammo per shot" [ ] Dehacked state property "MBF21 Bits" (map to existing feature) [ ] Dehacked state properties "Arg?" [ ] A_SpawnObject(type, angle, x_ofs, y_ofs, z_ofs, x_vel, y_vel, z_vel) [ ] A_MonsterProjectile(type, angle, pitch, hoffset, voffset) [ ] A_MonsterBulletAttack(hspread, vspread, numbullets, damagebase, damagedice) [ ] A_MonsterMeleeAttack(damagebase, damagedice, sound, range) [ ] A_RadiusDamage(damage, radius) [ ] A_NoiseAlert [ ] A_HealChase(state, sound) ( The state parameter here may be tricky to do!) [ ] A_SeekTracer(threshold, maxturnangle) [ ] A_FindTracer(fov, rangeblocks) [ ] A_ClearTracer [ ] A_JumpIfHealthBelow(state, health) [ ] A_JumpIfTargetInSight(state) [ ] A_JumpIfTargetCloser(state, distance) [ ] A_JumpIfTracerInSight(state) [ ] A_JumpIfTracerCloser(state, distance) [ ] A_JumpIfFlagsSet(state, flags, flags2) [ ] A_AddFlags(flags, flags2) [ ] A_RemoveFlags(flags, flags2) [ ] A_WeaponProjectile(type, angle, pitch, hoffset, voffset) [ ] A_WeaponBulletAttack(hspread, vspread, numbullets, damagebase, damagedice) [ ] A_WeaponMeleeAttack(damagebase, damagedice, zerkfactor, sound, range) [ ] A_WeaponSound(sound, fullvol) [ ] A_WeaponJump(state, chance) [ ] A_ConsumeAmmo(amount) [ ] A_CheckAmmo(state, amount) [ ] A_RefireTo(state, noammocheck) [ ] A_GunFlashTo(state, nothirdperson) [ ] A_WeaponAlert [ ] comp_ledgeblock (partially already the default) [ ] comp_friendlyspawn [ ] comp_pursuit (not sure if the underlying feature exists)

coelckers commented 3 years ago

Posted in the wrong project. Oops.