Commit graph

6591 commits

Author SHA1 Message Date
Simon
0170c89815 Merge remote-tracking branch 'upstream/master' 2023-01-18 21:57:14 +00:00
Christoph Oelckers
f6ff02c51e - Blood: fixed incorrect defaults for relative sound volume in two places 2023-01-18 06:58:37 +01:00
Simon
e248c158a8 Merge remote-tracking branch 'upstream/master' 2023-01-16 21:16:26 +00:00
Christoph Oelckers
bb7f00988a - give Blood's sounds well defined names so they can be defined via SNDINFO. 2023-01-15 16:15:28 +01:00
Christoph Oelckers
841402a776 - allow setting loop points for WAV sounds or other simple formats. 2023-01-15 15:19:21 +01:00
Christoph Oelckers
f1c3a6548f - use backend pitch features for Duke instead of replicating them on the game side. 2023-01-15 13:18:54 +01:00
Christoph Oelckers
ad0bff921b - allow setting Duke's relevant sound properties through SNDINFO. 2023-01-15 11:54:24 +01:00
Christoph Oelckers
8001c4041f - Duke: fixed hitscan vector for pistol's aim check. 2023-01-14 16:48:28 +01:00
Christoph Oelckers
97f14c0e0e - Duke: fixed projectile offsetting for BOSS2 and BOSS3 2023-01-14 11:53:13 +01:00
Simon
4b2b6da3da
Merge branch 'ZDoom:master' into master 2023-01-13 23:41:41 +00:00
Simon
91ede1126f Initial commit of update to Raze mazter
All prior changes can be found on the (will be published in the future) RazeXR repo
2023-01-13 23:41:22 +00:00
Mitchell Richters
62c6131901 - Duke: Make screen backdrop setup the same as the other games. 2023-01-13 11:06:42 +11:00
Mitchell Richters
7f1add4786 - Exhumed: Remove unused local variable left over from 087aa7b2ee. 2023-01-13 10:34:31 +11:00
Mitchell Richters
c7d2a64af0 - Blood: Use nullAngle in one place. 2023-01-13 09:03:02 +11:00
Mitchell Richters
8ef7e0e4f3 - Duke: Only draw the screen border when the viewport isn't 100%. 2023-01-13 08:56:12 +11:00
Mitchell Richters
087aa7b2ee - Exhumed: Tidy up DrawMap() entrypoint. 2023-01-12 18:59:32 +11:00
Mitchell Richters
c606fc11da - Add call to resetForcedSyncInput() for all games.
* Blood was missing it.
* If it's pre-added to all games, it never needs thinking about.
2023-01-12 18:59:32 +11:00
Christoph Oelckers
b7799a5a3c - fix kill counter in Blood (for real this time.) 2023-01-08 20:12:28 +01:00
Christoph Oelckers
d7d4bfe04b - Blood: use a 3D unit vector to set Blood's projectile velocity. 2023-01-08 19:16:58 +01:00
Christoph Oelckers
532f994ccb - RR: stop the bowling pins' tumbling animation when they come to a rest.
Fixes an original RR bug.
2023-01-08 18:46:42 +01:00
Christoph Oelckers
ff33dd7188 - Duke: fixed bad surface check.
Surfaces are not bit flags, they are values.
2023-01-08 18:32:38 +01:00
Mitchell Richters
4f8909db96 - SW: Don't interpolate the player's sprite in InterpSectorSprites(), it's interpolated elsewhere.
* Fixes #845.
2023-01-08 23:25:45 +11:00
Mitchell Richters
3271c2011e - SW: Tune shadow drawing code so that it by default uses the sector's interpolated floorz when possible.
* Partially addresses #845.
2023-01-08 23:03:59 +11:00
Christoph Oelckers
7262184d53 - SW: account for invalid player actors being passed to the sound engine. 2023-01-08 12:41:34 +01:00
Mitchell Richters
1f489d5dbe - SW: Don't back up the actor's Z after changing it in KeepActorOnFloor().
* This seems completely wrong and kills Z interpolation on slopes, vators, etc.
* Thanks Graf 😁
* Fixes #844.
* Partially addresses #845.
2023-01-08 22:24:17 +11:00
Christoph Oelckers
1e3a285534 - Duke: fixed access card activation delay. 2023-01-08 10:34:14 +01:00
Mitchell Richters
165afbbfa9 - SW: Restore lost SetAngleFromChange(actor) call from previous commit. 2023-01-07 22:49:22 +11:00
Christoph Oelckers
ae6af08cf1 - SW: cleaned up SlopeBounce and fixed some bad math. 2023-01-07 12:23:29 +01:00
Christoph Oelckers
2e35d6a6a8 - Exhumed: account for rounding errors in MoveSectorSprites
The formula here left no margin for error and minor rounding errors are inevitable with this code.
2023-01-07 10:45:15 +01:00
Christoph Oelckers
7cf13ed158 - fixed bad angle math in cl_showweapon handler. 2023-01-06 17:22:21 +01:00
Mitchell Richters
9a27cf025f - Duke: Fix bad setup for stopping Duke's scream when putting the jetpack on. 2023-01-06 22:17:14 +11:00
Mitchell Richters
5e2991acc7 - Duke: Additional fixes for alterang().
- Initial issue started in 3c1970e9e0.
- Fix in 4f59e8a3d1 was partial and not enough.
- Ensure delta angle is absolute in if statements as required, but don't use absangle as we need to apply the true delta in the last conditional.
- Fix incorrect random angle addition as compared to older source.
- Fixes #735.
2023-01-06 21:39:55 +11:00
Mitchell Richters
1d0e9b369e - Blood: Fix bad spawned actor angle for actFireMissile().
* Originating from a8cc6c1189.
* Fixes #837.
2023-01-06 17:55:40 +11:00
Mitchell Richters
1438bb5e80 - Blood: Ensure actor's XY pos is updated before calling Z slope utils.
* Originates from efc832ca5c.
* Fixes #833.
2023-01-06 17:08:56 +11:00
Mitchell Richters
f69bfe4959 - SW: Remove leftover debug prints from previous commit. 2023-01-06 12:10:19 +11:00
Christoph Oelckers
32ce8a97bf - SW: do not double interpolate sectors that are both part of a sector object but also have a global interpolation attached.
In this case the SO interpolation must be skipped. The only use case for this combination is sine-wave animated water.
2023-01-05 19:26:42 +01:00
Mitchell Richters
179ec32d5f - SW: Fix automap sprite angle which was not right with unsynchronised input. 2023-01-05 21:00:32 +11:00
Mitchell Richters
ba364a1cb6 - Duke: Fix automap sprite angle which was not right with unsynchronised input. 2023-01-05 21:00:31 +11:00
Mitchell Richters
676cdba259 - Blood: Adjust VDoorBusy() setup from e133985fa0.
* Changes to case 3 while visibly different, actually equates to the same algorithm for case 0.
* Revert case 3 back to original condition and send through 0 to `ZTranslateSector()` in `VDoorBusy()` if its 3 and we're not vanilla.
2023-01-05 20:59:14 +11:00
Mitchell Richters
a93342df85 - Duke: Only store one VMValue member on the stack in CallInitialize(). 2023-01-05 20:56:04 +11:00
Christoph Oelckers
220c1f0e76 - make sure the RPG's start spund plays.
This fix is just a temporary workaround due to the incomplete scriptfication
2023-01-04 20:20:10 +01:00
Mitchell Richters
a36cb45421 - Blood: Add VanillaMode() test to previous commit. 2023-01-03 09:01:37 +11:00
Mitchell Richters
e133985fa0 - Blood: Adjust sine wave in GetWaveValue for 4th type to use full curve of the wave.
* Initial setup would cause a very abrupt stop when coming to the top of an elevator, such as the one in E1M5.
* This would continue for an abrupt fall, causing the floor to essentially give out underneath the player or a dude actor.
* Lengthened wave allows the wave to start off softly and finish softly, with the elevator fastest in the middle of motion.
* Fixes #778.
2023-01-02 23:42:37 +11:00
Mitchell Richters
95f05d51c5 - Blood: Increase precision of values used within GetWaveValue(). 2023-01-02 23:26:54 +11:00
Mitchell Richters
30cacb1a70 - Blood: Fix bad cherry pick in bcd2d82bc7. 2023-01-02 19:33:51 +11:00
bcd2d82bc7 - Blood: Allow fire button to be used for tnt/spray throw
Prevent alt fire blocking fire button for tnt/spray can throwing

* Advised of fix to Raze here: https://github.com/nukeykt/NBlood/pull/654#issuecomment-1253886969
* Fixes #671.
2023-01-02 19:24:38 +11:00
Mitchell Richters
c5f27f28b7 - SW: Tidy up the player sprite pos variable a little. 2023-01-02 17:06:01 +11:00
Mitchell Richters
577099284f - SW: Increment PlayClock at the end of the tic, not at the start. 2023-01-02 16:49:02 +11:00
Mitchell Richters
deef767c5d - Blood: Fix some nullptr issues in checkHit() and checkFloorHit().
* Fixes #834.
2023-01-02 15:02:57 +11:00
Mitchell Richters
b03d674a74 - SW: Fix tank track velocity.
* Originating from 8efe6f638b.
* Velocity was correctly floatified initially but because it was unwrapped, it never got adjusted for Q28.4 later on.
2023-01-02 14:41:43 +11:00
Mitchell Richters
56d9ccfc9c - SW: Fix tank tracks not working.
* Originating from 0c146e7ccb.
2023-01-02 14:39:43 +11:00
Mitchell Richters
7760eff4ba - SW: Fix issue with RC tank in $seabase.
* Originated from 8efe6f638b.
* I'm sure this was meant to be 0.05, but became 0.5 by mistake.
* Use something closer to `12800. / 262144.`.
* Fixes #831.
2023-01-02 14:36:55 +11:00
Mitchell Richters
f431d51c2f - SW: Add inertia correction to PlayerWarpUpdatePos().
* Warping between sectors such as the clouds in $volcano now maintains perfect velocity, etc.
2023-01-02 11:53:10 +11:00
Mitchell Richters
ac13bd81af - Fix bad Z test in WarpPlane().
* Originates from incomplete change in 7eba7aacbd.
* Fixes #832.
2023-01-02 11:00:47 +11:00
Christoph Oelckers
c72f5e2242 - SW: SECT_WALL_MOVE must consider tilenum 0 as 'no change'. 2022-12-29 14:40:18 +01:00
Christoph Oelckers
d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Christoph Oelckers
f5e9e7d981 - got rid of most remaining references to wallpicnum and overpicnum.
What remains now needs changing the variables to texture IDs first.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
90702ae2f5 - consolidated the animwall code by using texture flags.
This is way too hacky for generalization. For that newly defined control actors are surely a better option.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
bfdfff7a42 - named all of SW's breakable wall textures.
We need this later when these get exported.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
b980789ddf - skip switch animation checks for custom switch actors. 2022-12-29 14:01:39 +01:00
Christoph Oelckers
95a2b85fae - migrated the rest of the switch code to use the external data. 2022-12-29 13:35:21 +01:00
Christoph Oelckers
0c0199fbdc - same procedure for wall switches 2022-12-29 13:33:02 +01:00
Christoph Oelckers
d9122a0482 - split out the sprite switch toggle handler into a common subfunction using the switch definitions. 2022-12-29 13:33:02 +01:00
Christoph Oelckers
4191a9493a - split RRRA's tag10000specialswitch into a subfunction.
Unfortunately I have no idea where this gets used so it's untested for now.
2022-12-29 13:33:02 +01:00
Christoph Oelckers
97a5fc2948 - did a clean reimplementation of resetswitch. 2022-12-29 13:33:02 +01:00
Christoph Oelckers
564e9d2905 - use switch types to cut doen the first switch/case block in checkhitswitch 2022-12-29 13:33:01 +01:00
Christoph Oelckers
808fb3c433 - simplified several switch check blocks using the data from the definition files. 2022-12-29 13:32:30 +01:00
Christoph Oelckers
2386ea9930 - implemented the 3 special switches
That's the developer commentary icon in World Tour, the deactivation switch for the chicken processing plant in RR and one shootable alarm bell in RRRA.
2022-12-29 13:32:30 +01:00
Christoph Oelckers
0d9fe83cba - implemented the switch parser and set up the external definitions. 2022-12-29 13:32:29 +01:00
Mitchell Richters
22f5c69b4c - Duke: Fix bad checkaccessswitch_*() calls.
* Fixes #815.
2022-12-29 22:45:36 +11:00
Mitchell Richters
e528c3fbb8 - SW: Repair whoopsie in BunnyCheat(). 2022-12-29 21:50:29 +11:00
Mitchell Richters
1d69ebe9b0 - Duke: Ensure that the expander hitscans when autoaim is "hitscan only".
* Fixes #827.
2022-12-29 21:17:41 +11:00
Mitchell Richters
fbee05e760 - SW: Restore two original cheat codes lost long ago.
* Fixes #810.
2022-12-29 20:59:19 +11:00
Mitchell Richters
9d5bae0c8e - SW: Fix clipmove call within DoPlayerMoveVehicle().
* Originating from 05ad1e38e9.
* Fixes #829.
2022-12-29 20:32:58 +11:00
Mitchell Richters
ca2a427379 - SW: Re-add CVAR_SERVERINFO back to sw_ninjahack but leave commented out, it may be needed later. 2022-12-29 19:41:41 +11:00
Mitchell Richters
6065140f68 - SW: Remove CVAR_SERVERINFO flag from sw_ninjahack and take them out of the global space. 2022-12-29 19:36:18 +11:00
Mitchell Richters
b0b2f1bf1b - SW: Only bring the weapon back up after doing chops if not on a vehicle with a weapon. 2022-12-29 19:25:17 +11:00
Mitchell Richters
c240c8e6ee - SW: Fix two bad calls to pushmove() where a fixed point adjustment was used.
* Came in from 3ac4e7ed2d.
* Fixes #816.
2022-12-29 19:02:56 +11:00
Mitchell Richters
dcd0e62466 - SW: Remove call to doYawKeys() from DoPlayerDeathFollowKiller(). 2022-12-29 14:35:42 +11:00
Mitchell Richters
96e8565ba7 - Blood: Reset player's render angle state only for the console player. 2022-12-29 14:35:42 +11:00
Mitchell Richters
572ec96467 - SW: Reset player's render angle state only for the console player. 2022-12-29 14:35:41 +11:00
Mitchell Richters
7593114fc7 - SW: Tidy up UpdatePlayerSprite() a bit. 2022-12-29 14:35:41 +11:00
Mitchell Richters
774c7795b1 - SW: Apply same fix to DoPlayerClimb(). 2022-12-29 14:35:38 +11:00
Mitchell Richters
7e1e447f98 - SW: Apply same fix to DoPlayerFly(). 2022-12-29 14:27:59 +11:00
Mitchell Richters
09304ef298 - SW: Fix player diving height issues.
* Fixes #822.
2022-12-29 14:27:59 +11:00
Mitchell Richters
6c7797a9f0 - SW: Clean up some noisy commented out calls to DoPlayerHeight(). 2022-12-29 13:50:27 +11:00
Mitchell Richters
adc2396f31 - Duke: Extend fix from previous commit to appropriately resize the VMValue array also. 2022-12-24 15:41:37 +11:00
CandiceJoy
a943652799 Fixed a Mac debug build crash where CallAnimate attempted to pass one too many parameters to the VM. 2022-12-23 10:38:59 +01:00
Mitchell Richters
0b3076d2b4 - SW: Fix PreMapCombineFloors() setup due to player actor not yet being initialised.
* Fixes #804.
2022-12-23 19:18:08 +11:00
Mitchell Richters
4890f1d9dc - SW: Adjustments to the death height code on the back of the last commit. 2022-12-23 19:18:07 +11:00
Mitchell Richters
5f1581be9d - SW: Rework the player's height adjustment to use the pos.Z setter from during the refactor.
* I tried to get smart during the refactor when I should have kept it simple.
* Fixes #813.
2022-12-23 19:18:07 +11:00
Christoph Oelckers
c7e25726c1 - use memset to clear 'gs' in loadconst.
MSVC compiled the old assignment to memsetting a local copy and then memcpying it to the destination, but this struct is far too large for that and was causing occasional stack errors when debugging.
2022-12-20 12:44:34 +01:00
Christoph Oelckers
ef7c72ce9f - Blood: add all statically stored EventObjects to the GC processor. 2022-12-18 17:54:54 +01:00
Christoph Oelckers
b1e2b2addf - backend cleanup from GZDoom. 2022-12-18 16:31:50 +01:00
Christoph Oelckers
8c41294cb0 - overpicnum lightening.
Especially make sure that it is never set to tile 0. There seems to have been some undefined behavior here treating 0 as 'no texture', but doing so inconsistently.
2022-12-18 15:13:22 +01:00
Christoph Oelckers
837e4d1438 - eliminated many uses of wallpicnum.
The ones left require a bit more work on the data first.
2022-12-18 15:11:08 +01:00
Christoph Oelckers
ffb471666d - moved the access switch handlers out of checkhitswitch_*. 2022-12-18 15:08:27 +01:00
Christoph Oelckers
a9ea2cd5c0 - moved GetReservedScreenSpace function into the scripted status bar where it belongs.
Since this is supposed to return the height of the status bar, keeping it native is a bit pointless as it cannot be modified that way.
2022-12-18 14:47:38 +01:00
Christoph Oelckers
c41dc29885 - eliminated half of the remaining tileWidth and tileHeight calls. 2022-12-18 14:45:09 +01:00
Christoph Oelckers
e78fd90f67 - adapted sky code for using texture IDs. 2022-12-18 14:42:27 +01:00
Christoph Oelckers
8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
4ea252c227 - simplified SW's mirror setup a bit to take advantage of Raze's in-engine mirror handling.
We only need one label texture and no special treatment of the backsector.
2022-12-18 14:06:34 +01:00
Christoph Oelckers
9d62951cf3 - SW: use surface types for detecting water and lava sectors 2022-12-18 14:05:17 +01:00
Christoph Oelckers
32ad16f84d - SW's first texture flag, yay!
Removes two floorpicnum accesses
2022-12-18 14:04:33 +01:00
Christoph Oelckers
622710ede4 - migrated all uses of floorpicnum.
This necessitated a few more surface type definitions.
2022-12-18 14:02:56 +01:00
Christoph Oelckers
4a306a21dc - split several texture flags off into a surface type value.
Using the same field in the TexExtInfo struct as Blood's surfType.
This frees up a lot of flags for later use.
2022-12-18 13:56:54 +01:00
Christoph Oelckers
1a98f9b478 - Duke: change all checks for mirrors to texture IDs 2022-12-18 13:52:10 +01:00
Christoph Oelckers
5b8dd84361 - use setceilingtexture where textures are simply copied around 2022-12-18 13:52:10 +01:00
Christoph Oelckers
ee8b685fe2 - adapted the breakable stuff interface in Duke to Texture IDs. 2022-12-18 13:52:03 +01:00
Christoph Oelckers
f3e652da84 - preparations and annotations for places in SW where textures are stored in tags. 2022-12-18 13:44:36 +01:00
Christoph Oelckers
0ffeb2378a - generalize Duke's purple lava check. 2022-12-18 13:43:26 +01:00
Christoph Oelckers
6848af9b6c - use texture IDs in Duke's texture flag checkers. 2022-12-18 13:42:28 +01:00
Christoph Oelckers
5147826eeb - consolidated precaching code and rewrote the core to work on texture IDs. 2022-12-18 13:37:54 +01:00
Christoph Oelckers
1a6f808fca - refactored all access to the fake picanm[] array.
Also use symbolic names in precache calls in Blood.
2022-12-18 13:26:29 +01:00
Christoph Oelckers
e23a5095cb - moved the other tile info tables of Blood to the texExtInfo array as well.
The two fields are easily reusable for the other games so it's a welcome simplification.
2022-12-18 13:23:59 +01:00
Christoph Oelckers
c34756e5f2 - cleanup of voxel init code.
The voxreserve array was never properly set up so it is gone now.
nextvoxid now gets set right before loading .def files.
2022-12-18 13:18:44 +01:00
Christoph Oelckers
8a789b9015 - voxel management cleanup.
Moving the voxel index into the texExtInfo array and removing most of Blood's and SW's special handling.
2022-12-18 13:18:43 +01:00
Christoph Oelckers
20edd800f9 - big texture system refactor.
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Christoph Oelckers
e9acd74157 - added a fallback in shoot_* for incompletely ported items. 2022-12-18 00:34:17 +01:00
Christoph Oelckers
82c30f551f - Blood: relax range check in AlignSlopes.
This now checks the full range of the wall array and if outside just does nothing. E2M6 has a bogus value for this feature that asserted with the old check.
2022-12-17 20:23:54 +01:00
Christoph Oelckers
bfe958abd6 - Blood: do not double-rotate the player.
One of these actions needs to be removed, now that the angles are consolidated.
2022-12-17 20:03:56 +01:00
Christoph Oelckers
521a59fd26 - Blood: fixed blood splats being spawned in the wrong place. 2022-12-17 19:34:35 +01:00
Christoph Oelckers
32071c4460 - Blood: fixed 3 places where 3D distance was used but 2D should have been used. 2022-12-17 18:43:15 +01:00
Mitchell Richters
cf5ba0886a - SW: Properly guard the call to PlayerDeathReset() in TerminateLevel().
* Stems from an oversight in 28b97486cd.
* Fixes #796.
2022-12-17 06:32:03 +11:00
Mitchell Richters
8bbf7f4e00 Revert "- SW: Revert last commit and apply changes directly in pp->setHeightAndZ() so all bases are covered."
This reverts commit a643a74083.

* Fixes #795
2022-12-16 08:44:38 +11:00
Mitchell Richters
a643a74083 - SW: Revert last commit and apply changes directly in pp->setHeightAndZ() so all bases are covered. 2022-12-15 18:16:38 +11:00
Mitchell Richters
b83d321c4b - SW: Don't use pp->setHeightAndZ() when setting PLAYER_CRAWL_HEIGHTF. 2022-12-15 18:06:07 +11:00
Christoph Oelckers
9fc17a4bcf - fixed velocity handling in a few enemy swimChase functions.
The one for the gill beast was particularly bad.
2022-12-14 11:32:56 +01:00
Christoph Oelckers
ff09257d47 - Exhumed: allow Anubis to get out of the walking state if he loses his target.
This happened on occasion on the first map
2022-12-14 10:25:01 +01:00
Mitchell Richters
53dfac5327 - Duke: Fix bad sector variable check in floorspace().
* Originated from 1b3f551216.
* Was causing the player to die quite easily when coming out of the transporter at the start of E2L2.
2022-12-14 18:14:06 +11:00
Christoph Oelckers
cd28c818b0 - fixed bad hitradius distance calculation.
Player offset was retrieved from the wrong actor here.
2022-12-13 17:19:04 +01:00
Christoph Oelckers
fba882e368 - fixed SE30 moving player twice each step.
With the changes in dd5834444e it was applying movement to the player in both the player and the actor loop.
2022-12-13 16:16:48 +01:00
Christoph Oelckers
f45265352d - added a few class types needed for RR's UFO spawners. 2022-12-13 15:49:09 +01:00
Christoph Oelckers
efd6d2cf07 - fix initialization issues with a few serializer functions. 2022-12-13 14:38:58 +01:00
Kevin Caccamo
4cdb0c3c55 Attempt to fix #787 2022-12-13 14:08:02 +01:00
Christoph Oelckers
4f388c3589 - fixed bad direction setup for vertically moving SE 0.
This also adds missing interpolation for this case.
2022-12-13 13:46:55 +01:00
Christoph Oelckers
5f6cd0da79 - Duke/RR: fixed floor alignment of flames in sloped sectors 2022-12-13 12:01:34 +01:00
Christoph Oelckers
6b0c067d46 - Duke: fixed flames not being floor aligned.
The same code was correct in the RR variant, so it just got copied over.
2022-12-13 11:51:14 +01:00
Christoph Oelckers
13e6718153 - added mapSpawned member to DDukeActor
Duke uses the owner a lot to check if an actor was spawned at map start or in-game, but that depends a lot on stale pointers being maintained, which our garbage collected system does not allow. So this field now serves as a more reliable stand-in for these cases.
No actual changes yet.
2022-12-13 10:36:45 +01:00
Christoph Oelckers
9c1fc93e1c - Exhumed: The ObjectList was not properly garbage collected. 2022-12-13 08:49:56 +01:00
Christoph Oelckers
629dc8e163 - fixed kill counting in Blood. 2022-12-13 08:37:22 +01:00
Christoph Oelckers
87ff99caa1 - fixed typo 2022-12-12 09:26:43 +01:00
Christoph Oelckers
1f7954fc29 - fixed World Tour fallback sound lookup. 2022-12-12 08:25:02 +11:00
Christoph Oelckers
1e249d3536 - fixed bad actor type check. 2022-12-11 20:15:14 +01:00
Mitchell Richters
28b97486cd - SW: For single player games, call PlayerDeathReset() from TerminateLevel() and not DoPlayerDeathCheckKeys().
* This fixes issues where player stats like health, etc are shown onscreen as reset before the entire view reloads.
2022-12-11 19:46:27 +01:00
Mitchell Richters
b8a8164b24 - SW: Don't call DoSpawnTeleporterEffect() upon death.
* This causes an air bubble to spawn above the player for a single tic, even while on land until the level truly restarts.
* Since we're restarting, its better to just not do this.
2022-12-11 19:46:27 +01:00
Mitchell Richters
9b73f46aff - SW: Don't reset player pitch upon death.
* This _somewhat_ addresses #770 by hiding the effects of it.
* Since we re-init `Player::Angles` when a new actor is spawned, this all resets anyway.
2022-12-11 19:46:27 +01:00
Mitchell Richters
7d6eb2bae6 - Remove some pitch/yaw deltaangle additions in lieu of setting the angle directly.
* This deltaangle addition was needed with the old input setup.
2022-12-11 19:46:27 +01:00
Mitchell Richters
c3f276a08a - Tidy up remaining Build angle constants in gamefuncs.h. 2022-12-11 19:46:27 +01:00
Mitchell Richters
de8353f085 - Eliminate BAngToDegree constant. 2022-12-11 19:46:26 +01:00