Commit graph

370 commits

Author SHA1 Message Date
Christoph Oelckers
acf7f29dbd - moved Exhumed's engine state save code into the common part.
This needs to be save for all games and the discrepancies have already caused problems so engine state saving needs to be unified.
2020-01-21 19:22:38 +01:00
Christoph Oelckers
cacbd7d8b6 - reset YAX data before loading a game.
This could cause random lockups when loading a savegame for a game not maintaining the feature. The entire engine state really needs to be handled globally instead of repeating this core 5 times...
2020-01-21 19:14:53 +01:00
Christoph Oelckers
2bc1708870 - removed the complete crosshair color hackery.
The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00
Christoph Oelckers
5739b4b024 - added savepic generation to Exhumed. 2020-01-14 21:48:01 +01:00
Christoph Oelckers
dc5b8d27f8 - infrastructure for savegame pics.
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
95f917a408 - added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
sirlemonhead
1ddcc41ed8 PCExhumed: Fix spark effect when destroying an energy tower. 2020-01-10 17:32:28 +01:00
Christoph Oelckers
cfed7afd02 - all source compile now on macOS 2020-01-08 01:00:57 +01:00
Christoph Oelckers
42f16a7b30 - removed merged code that doesn't work anymore. 2020-01-08 00:05:37 +01:00
Christoph Oelckers
8cbb313a96 - clearing the screen here is redundant. 2020-01-07 20:17:08 +01:00
sirlemonhead
56abec7ed4 PCExhumed: Add god, noclip and changelevel console commands.
# Conflicts:
#	source/exhumed/src/osdcmds.cpp
2020-01-07 20:12:12 +01:00
NY00123
86503338ec PCExhumed: Remove unused moveTimer variable from menu_DrawTheMap
(minor addition to world map code fixes and tidying from Oct 14).

# Conflicts:
#	source/exhumed/src/menu.cpp
2020-01-07 20:10:52 +01:00
NY00123
bb020c15f1 PCExhumed: Further improve the widescreen fix for the smoke in menu_DrawTheMap.
rotatesprite is now directly called, instead of going through the
overwritesprite wrapper, in order to trim the smoke sprites,
so they don't leave the map's boundaries in widescreen.

A technical side-effect is that picanm[tilenum].sf is not temporarily
set to 0, as done in overwritesprite.

The call to videoClearScreen is still required, in case the console is
shown and then hidden. It's now called after HandleAsync, just for the
sake of it (less useful in case of quit, and maybe also in another scenario).
2020-01-07 20:10:42 +01:00
Christoph Oelckers
b8ac5aea84 Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-07 01:11:33 +01:00
Christoph Oelckers
fb985d2503 - more macOS compilation fixes
Still not complete…
2020-01-07 01:11:19 +01:00
NY00123
d5d60afdc3 PCExhumed: Improve the cheat code fixes in CheckKeys.
- Replace direct calls to strtok with calls to a new wrapper function,
safeStrtok. Whenever strtok returns a null pointer, safeStrtok returns
an empty string instead. This should assist with replicating
the behaviors with the DOS EXE, without leading to crashes.
- This way, the "GOTO" and "CREATURE" codes are fixed.
The code handling "LEVEL" is additionally simplified.
- The code executed if nStringLen == 0 || pToken == NULL is now gone.
As is the case under DOS, if you enter a non-empty string which isn't
matched at all, sHollyStr will be emptified, but you'll otherwise
still be able to enter a code, with no need to retype "HOLLY".
2020-01-06 18:16:36 +01:00
Christoph Oelckers
134122335b - first attempt to compile on a Mac
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
sirlemonhead
bddcde73f4 PCExhumed: Cheat code fixes.
Default to level 0 if no level number is specified and don't crash if only space characters are submitted. Thanks to NY00123 for reporting.
2020-01-05 10:48:55 +01:00
Christoph Oelckers
746aa4da82 - added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case. 2020-01-05 10:48:44 +01:00
sirlemonhead
5e6c109d35 PCExhumed: Correct variable name/usage in runlist channel loop. 2020-01-04 10:06:15 +01:00
Evan Ramos
e363cd53a5 tspritetype cleanup
# Conflicts:
#	source/blood/src/m32common.cpp
#	source/blood/src/m32exec.cpp
#	source/blood/src/m32structures.cpp
#	source/blood/src/mapedit.cpp
#	source/rr/src/astub.cpp
#	source/rr/src/m32common.cpp
#	source/rr/src/m32exec.cpp
#	source/rr/src/m32structures.cpp
2020-01-03 08:07:10 +01:00
Christoph Oelckers
e63ca0f471 - removed redundant keyboard.h header 2020-01-02 19:56:57 +01:00
Christoph Oelckers
d464017363 - cleaned up the input code a bit. 2020-01-01 11:35:47 +01:00
Christoph Oelckers
bcb48d8441 - added handling for changing the screen size (dragging the window borders / change scale factor) 2020-01-01 09:49:06 +01:00
Christoph Oelckers
3d47652d08 - had a look at Exhumed's shade tables and implemented the necessary adjustments for the 3 with abnormal gradients. 2019-12-31 22:53:03 +01:00
Christoph Oelckers
d3a57e6e74 - route all clearscreen calls that happen after drawing the scene through the 2D drawer.
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Jonathan Gray
5ea5d87664 PCExhumed: fix triddat.cpp build with libc++
Include cstdlib for abs() with an int argument.  Fixes the following
compile error with libc++.

source/exhumed/src/trigdat.cpp:159:9: error: call to 'abs' is ambiguous
    if (abs(diff) > c)
        ^~~
/usr/include/c++/v1/math.h:761:1: note: candidate function
abs(float __lcpp_x) _NOEXCEPT {return ::fabsf(__lcpp_x);}
^
/usr/include/c++/v1/math.h:765:1: note: candidate function
abs(double __lcpp_x) _NOEXCEPT {return ::fabs(__lcpp_x);}
^
/usr/include/c++/v1/math.h:769:1: note: candidate function
abs(long double __lcpp_x) _NOEXCEPT {return ::fabsl(__lcpp_x);}
^
1 error generated.
2019-12-31 09:19:58 +01:00
Jonathan Gray
64d3d38014 PCExhumed: remove uneeded malloc.h include
malloc.h is a non-standard header and isn't required here
fixes build on OpenBSD which has no malloc.h

# Conflicts:
#	source/exhumed/src/enginesubs.cpp
2019-12-31 09:19:58 +01:00
Christoph Oelckers
ad24a1ce31 - place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
f1891c7750 - fixed compilation. 2019-12-29 22:47:40 +01:00
nukeykt
62c37b64ae Fix exhumed compiling
# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/menu.cpp
2019-12-29 22:30:13 +01:00
Christoph Oelckers
3a6d0b8f84 - more cleanup. 2019-12-29 17:04:38 +01:00
Christoph Oelckers
2e261a7468 - cleanup and removal of unused code.
compat.h probably needs a bit more attention, it's a horrendous mess of the wrong type of "compatibility" concerns.
2019-12-29 16:35:51 +01:00
Christoph Oelckers
cc332486b4 - cleaned out the 2D drawing code.
With the new backend there will always be just one page, never more, so the RS_PERMS case will never be entered.
In addition, since the software renderer has already been nonfunctional due to lacking support from the 2D drawer, its 2D components have also been removed. Its main remaining purpose, drawing camera textures, remains unaffected by this.
2019-12-29 15:46:48 +01:00
Christoph Oelckers
a021b96119 - added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers
2b95808d42 - fixed ambient sounds not restarting in DN3D and RR. 2019-12-28 12:59:19 +01:00
Christoph Oelckers
93fccfd767 - fixed the fire sound in the intro. 2019-12-27 23:09:05 +01:00
Christoph Oelckers
bea7391ac9 - more sound related fixes.
This was messier than I thought.
2019-12-27 22:17:36 +01:00
Christoph Oelckers
affa8240f4 - fixed: Exhumed's ChannelEnded method did not call the super class.
This caused all sorts of audio errors.
2019-12-27 20:05:58 +01:00
Christoph Oelckers
907c2bbe1e - fixed keyboard turning.
Why did it only apply the chance each 4th call instead of doing it smoothly???
2019-12-27 17:35:13 +01:00
Christoph Oelckers
7e758a5e48 - hook up the savegame code in Exhumed. Superficially it looks like it works but it will require a lot more testing.
- fixed per-frame sound system update in Exhumed.

Sound is still quite broken and will require more work.
2019-12-27 17:07:09 +01:00
Christoph Oelckers
ce1a78fd62 - work on the savegame writer.
It saves, reloading not implemented yet.
2019-12-27 10:52:40 +01:00
Christoph Oelckers
3bd36bfb9d - more savegame stuff.
Should be complete now. We'll see...
2019-12-26 23:17:11 +01:00
Christoph Oelckers
79d0818201 - added savegame records for all global data that looks to be game relevant.
The data organization here is a mess, no wonder that this game could only save at the beginning of a level.
Fortunately it's all static so no allocations and pointers to track.
2019-12-26 22:00:04 +01:00
Christoph Oelckers
90fecbc6c0 - removed more unused content. 2019-12-26 19:41:42 +01:00
Christoph Oelckers
7fd86c8640 - config.cpp was also free of actual content. 2019-12-26 18:36:07 +01:00
Christoph Oelckers
25bb94cd94 - reducing the completionist cruft.
The 3 CD related files don't really contain enough code to justify this, merged all non-empty parts into one.
2019-12-26 18:29:10 +01:00
Christoph Oelckers
68a3a60d0b - Exhumed menu tweaks - draw a background and caption for the option menus the game originally did not have.
- fixed a crash in the 2D drawer when two consecutively allocated vertex buffers had the same address. Strangely this only occured with Exhumed but not the other games
- fixed Exhumed crashing with sound disabled.
2019-12-26 17:42:45 +01:00
Christoph Oelckers
078455659f - fixed incorrect initialization order. 2019-12-26 00:54:21 +01:00
Christoph Oelckers
1a8f11e01d Merge branch 'master' into powerslave
# Conflicts:
#	source/build/src/sdlayer.cpp
#	source/common/menu/menu.cpp
#	source/sw/src/config.cpp
#	source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
e3084cd1b1 - ported Exhumed sound to OpenAL.
The regular sounds are not a big deal, but this game contains two special effects that were problematic to port. We'll have to wait and see if they work as intended - the original panning effect is not 3D compatible so I had to redo it.
2019-12-25 23:37:16 +01:00
Christoph Oelckers
2d7ad75b5f - lightened sound.cpp by deleting all inactive content. 2019-12-25 19:17:06 +01:00
Christoph Oelckers
23bc599468 - fixed recursion issues caused by the plasma generator function performing a busy wait. 2019-12-25 18:57:08 +01:00
Christoph Oelckers
cc81b95570 - main menu works in the common framework.
The rest is messed up, though. This menu is really on an entirely different level of crappiness, even for a 1995 game.
2019-12-14 12:39:18 +01:00
Christoph Oelckers
5ac0eaad0b - added support data for the Powerslave demo. 2019-12-14 09:48:04 +01:00
sirlemonhead
3265b52c17 Add support for Powerslave demo version
# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/grpscan.cpp
#	source/exhumed/src/grpscan.h
#	source/exhumed/src/sound.cpp
2019-12-14 09:32:20 +01:00
Christoph Oelckers
ff91493e39 - this was not correct. 2019-12-14 00:20:03 +01:00
Christoph Oelckers
0885befe6b - fixed input on the map. 2019-12-13 21:13:42 +01:00
Christoph Oelckers
cbfb79977a - adjustments to make it compile with the new menu code. 2019-12-13 21:01:14 +01:00
Christoph Oelckers
ddf0babefb - run the input routine.
This was done in faketimerhandler which isn't called anywhere anymore.
2019-12-13 20:10:03 +01:00
Christoph Oelckers
93fc2cb10a - fixed intro movie playback with sound disabled.
It would never do anything because the sound callback cannot make it advance if it isn't called.
Of course without sound it isn't properly synchronized - still better than nothing.
2019-12-13 20:08:42 +01:00
Christoph Oelckers
b86d773005 - finally something can be seen...
The intro movie doesn't work without sound...
2019-12-13 18:48:18 +01:00
Christoph Oelckers
0cd7c9a5ae - removed the "configuration" Exhumed came with.
Seriously, what's the point of emulating something this worthless?
All settings have been remapped to the global CVARs.
2019-12-13 18:28:58 +01:00
Christoph Oelckers
b13ee90aa0 - first steps trying to get the game to work. 2019-12-13 00:19:34 +01:00
sirlemonhead
30304341a5 Clear screen before rendering intro movie - stops previous screen flickering through in OpenGL mode when zooming/rotating in at the start 2019-12-09 17:30:45 +01:00
sirlemonhead
30879292b8 Set volume level immediately for music playback. Avoids hearing a brief blip of sound if you have volume set to 0. 2019-12-07 01:03:18 +01:00
sirlemonhead
a83efd37ff Intro movie now has audio.
# Conflicts:
#	source/exhumed/src/movie.cpp
2019-12-07 01:03:17 +01:00
sirlemonhead
77a2625a85 Tidy Mummy AI code and fix incorrect branch 2019-12-07 01:01:04 +01:00
sirlemonhead
63120a1ca4 Fix stupid incorrect backwards Rat variable assignment 2019-12-07 01:01:03 +01:00
sirlemonhead
cd59452806 Fix FindFood() for Rat AI and tidy a bit 2019-12-07 01:01:02 +01:00
sirlemonhead
8d81e49ac9 Tidy Anubis AI code slightly 2019-12-07 01:01:00 +01:00
sirlemonhead
6cf5bd1f16 Tidy spider AI code 2019-12-07 01:00:59 +01:00
sirlemonhead
0ddfbba8a0 Tidied up DoEnergyTile() a bit and lowered the speed of the cinema text scrolling 2019-12-07 01:00:58 +01:00
sirlemonhead
e1dc15d165 Added switch case break and returns for Rex 2019-12-03 17:30:40 +01:00
nukeykt
099a995495 minor branching fix in FuncPlayer 2019-12-03 17:30:39 +01:00
nukeykt
426570729e Use engine's MAXSECTORS value in MoveRaToEnemy 2019-12-03 17:30:37 +01:00
nukeykt
865ca92b33 Another fish ai fix 2019-12-03 17:30:36 +01:00
nukeykt
0a4129ff56 RandomWord should be unsigned 2019-12-03 17:30:35 +01:00
nukeykt
a0dac5e035 Fix bubbles 2019-12-03 17:30:34 +01:00
nukeykt
d5fd9ba8b4 Fix fish velocity calculation 2019-12-03 17:30:32 +01:00
nukeykt
c783ecbf22 Fix explode trigger seq counter randomization 2019-12-03 17:30:31 +01:00
nukeykt
51a24b3413 Fix demo playback speed 2019-12-03 17:30:30 +01:00
nukeykt
75789eee50 Fix reading demo file
# Conflicts:
#	source/exhumed/src/exhumed.cpp
2019-12-02 21:19:25 +01:00
sirlemonhead
7a7a0e16e8 Fix /playback command line argument handling 2019-12-02 21:18:42 +01:00
sirlemonhead
a55a5ef038 Fix laptop static when using OpenGL 2019-12-02 21:18:40 +01:00
sirlemonhead
fae001df77 Even more silencing of compiler warnings
# Conflicts:
#	source/exhumed/src/aistuff.cpp
#	source/exhumed/src/config.cpp
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/status.cpp
2019-12-02 21:18:39 +01:00
sirlemonhead
2e28647e31 Silence some more compiler warnings 2019-12-02 21:17:05 +01:00
sirlemonhead
c4b9137ee1 Silence compiler warnings about intentional switch fallthrough 2019-12-02 21:17:03 +01:00
sirlemonhead
5b82f519ff Add some timing code to the Laptop scene to control the playback speed. This speed isn't likely exact to the original - might need to verify this on one of my old machines.
# Conflicts:
#	source/exhumed/src/menu.cpp
2019-12-02 21:17:02 +01:00
sirlemonhead
33eeb3956f Amend previous spider and lion code slightly. 2019-12-02 21:16:13 +01:00
sirlemonhead
9e44478467 Add another invalid target sprite index check for Spider (and made the lion check more consistent to other code)
# Conflicts:
#	source/exhumed/src/lion.cpp
#	source/exhumed/src/spider.cpp
2019-12-02 21:16:03 +01:00
sirlemonhead
81dce2d2fe Amend previous spider and lion code slightly. 2019-12-01 00:02:56 +01:00
sirlemonhead
eecb503207 Tidy anims.cpp somewhat 2019-12-01 00:02:53 +01:00
sirlemonhead
a7e09febe4 Add another invalid target sprite index check for Spider (and made the lion check more consistent to other code) 2019-12-01 00:02:51 +01:00
sirlemonhead
66e3a53991 Fix another potential index of sprite array by -1 2019-12-01 00:02:49 +01:00
sirlemonhead
ceccc0c2ee Fix an issue where the game attempts to index sprite array with -1. This occurs when runlist_DamageEnemy() is called when no source sprite for the damage is specified (an enemy burning in lava??). The game passes -1 for the 2nd parameter to this function call, and then attempts to index sprite array. Added check. Hopefully fixes crashing on the final level? 2019-12-01 00:02:46 +01:00
sirlemonhead
7b60bfdb95 Fix infinite loop in DimLights(). Should fix game locking up when finishing the final level. 2019-11-30 01:09:58 +01:00
sirlemonhead
cdf44030d7 Silence nPlayerSprite check in DoKenTest() as this can fail in valid situations, such as in RestartPlayer() while the player is still being set up. 2019-11-29 00:39:24 +01:00
sirlemonhead
de5aa31674 Fix issue causing voodoo doll of player appearing when selecting No to starting Training when already in a level. Fixes issue #20 2019-11-29 00:39:23 +01:00
sirlemonhead
1928f3fbc1 Change cheat screen messages to not display player number - are cheats usable outside of single player?!. Also removed a redundant message in FillWeapons() which got overwritten immediately anyway 2019-11-29 00:39:22 +01:00
sirlemonhead
e115058cd3 Rewrote music playback to be more sensible. Hopefully this will get rid of the crashes that the handful of people reported. Needs to be fully tested.
Also, not sure what to do re: map screen. OG seems to keep playing the currently playing track, which seems slightly janky? should we just play track 19?

# Conflicts:
#	source/exhumed/src/cd.cpp
#	source/exhumed/src/cd.h
2019-11-29 00:39:20 +01:00
nukeykt
acc8f01269 Shifting is not needed here 2019-11-28 17:06:55 +01:00
nukeykt
6f4a6daaa2 Scale status text 2019-11-28 17:06:54 +01:00
sirlemonhead
ca80125aba Set bShowTowers back to it's default value
# Conflicts:
#	source/exhumed/src/map.cpp
2019-11-28 17:06:53 +01:00
sirlemonhead
c7e3aa4b46 Changed the order of some variable assignment in ThrowGrenade() to match disassembly. Don't think it really makes a difference? 2019-11-28 17:06:20 +01:00
sirlemonhead
2dddf19ce7 Add shade flash highlight for currently selected Load Game name 2019-11-28 17:06:18 +01:00
sirlemonhead
f56dd9a3e1 Fix incorrect bitwise OR operation in CheckSectorSprites() 2019-11-28 17:06:17 +01:00
sirlemonhead
8b9f15d5ea Fix DoAfterCinemaScene() not calling GoToTheCinema() 2019-11-28 17:06:16 +01:00
Christoph Oelckers
7cbe9615ea - fixed merge error. 2019-11-26 19:15:44 +01:00
nukeykt
1b0a036995 Add fov cvar
# Conflicts:
#	source/exhumed/src/config.cpp
#	source/exhumed/src/osdcmds.cpp
2019-11-26 19:13:48 +01:00
sirlemonhead
82767751a7 Fix credits screen
# Conflicts:
#	source/exhumed/src/exhumed.cpp
2019-11-26 19:12:52 +01:00
sirlemonhead
f34507813f Add some error handling for music playback 2019-11-26 19:12:22 +01:00
sirlemonhead
aba3e85c8e Fix player taunt frequency (and there was much rejoicing) 2019-11-25 23:24:20 +01:00
sirlemonhead
979f40f900 Fix missing angle mask for Anubis AI 2019-11-25 23:24:18 +01:00
sirlemonhead
803f22904b Fix Ramses head being all tiny
# Conflicts:
#	source/exhumed/src/exhumed.cpp
2019-11-25 23:24:17 +01:00
sirlemonhead
326947d976 Initial music playback support code
# Conflicts:
#	source/exhumed/src/cd.cpp
#	source/exhumed/src/cd.h
2019-11-24 22:39:25 +01:00
Christoph Oelckers
28294c8a96 - use symbolic constants. 2019-11-24 16:37:31 +01:00
Christoph Oelckers
11b8017752 - Exhumed compiles without errors. 2019-11-24 16:34:23 +01:00
Christoph Oelckers
8d11990494 - more work on making Exhumed compile.
Almost done, down to 20 compile errors.
2019-11-24 13:59:36 +01:00
Christoph Oelckers
40772d9f0c - making more things compile. 2019-11-24 10:03:19 +01:00
Christoph Oelckers
6280b0b516 - started fixing things. 2019-11-24 00:04:15 +01:00
sirlemonhead
9ce8d5156c Fix missing text under laughing skull. 2019-11-23 23:37:33 +01:00
Christoph Oelckers
0ad7f25a8a - added project and namespace wrappers to all Exhumed files. 2019-11-23 00:11:37 +01:00
Christoph Oelckers
762ade3fd8 - we do not need this. 2019-11-22 23:06:22 +01:00
nukeykt
af5f5aad77 Fix compiling errors
# Conflicts:
#	platform/Windows/pcexhumed.vcxproj
#	source/platform/win32/startwin.game.cpp
2019-11-22 17:41:30 +01:00
nukeykt
a55ea9a55c Fix black screen issue after training level 2019-11-22 17:39:31 +01:00
sirlemonhead
3977c3e3bd Check for a valid return value from BuildBullet() in FuncTrap() before trying to use it. Will need to check all instances of BuildBullet() return value uses as original game doesn't seem to check if they're valid before using them to index arrays. 2019-11-22 17:39:30 +01:00
Christoph Oelckers
ff3dec2f08 - looks like I missed one commit... 2019-11-22 00:17:59 +01:00
nukeykt
c1ad44bcc9 Remap screenshot key to F12 2019-11-22 00:14:59 +01:00
nukeykt
cd74f50e8c Fix silly error with gamefunctions data 2019-11-22 00:14:58 +01:00
nukeykt
47b8dd509b Properly read settings from cfg 2019-11-22 00:14:56 +01:00
nukeykt
2fe0a6c496 Properly save cfg files on exit 2019-11-22 00:14:55 +01:00
nukeykt
e626db8ce5 Parse exhumed.def if available 2019-11-22 00:14:54 +01:00
nukeykt
f3069bbe4f Fix movie in opengl 2019-11-22 00:14:53 +01:00
NY00123
2da94d33e8 Bring startgtk fixes from EDuke32 rev. 8134 into exhumed 2019-11-22 00:14:52 +01:00
sirlemonhead
3073f1780d Show BMG or PIE publisher logos and Exhumed or PowerSlave graphics depending on which DAT/GRP file is used. 2019-11-22 00:14:50 +01:00
nukeykt
0f874f6979 Disable intro fade effects for opengl mode 2019-11-22 00:14:49 +01:00
NY00123
27a3945583 Forgotten this comment in preceding demo-related commit 2019-11-22 00:14:48 +01:00
NY00123
e38dcc7c5f Exhumed: Disable demo playback for now 2019-11-22 00:14:47 +01:00
nukeykt
7660d74713 Unifdef HandleAsync in input.cpp 2019-11-22 00:14:45 +01:00
nukeykt
fc3ba66cb1 Rename app name to pcexhumed
# Conflicts:
#	GNUmakefile
#	platform/Windows/eduke32.sln
#	platform/Windows/pcexhumed.vcxproj
#	platform/Windows/pcexhumed.vcxproj.filters
2019-11-22 00:14:43 +01:00
sirlemonhead
be65a9863b Add License header to .h and .cpp files 2019-11-22 00:13:44 +01:00
sirlemonhead
6cb4456c91 Slow down the cinema text scroll speed a bit 2019-11-22 00:13:42 +01:00
sirlemonhead
f22d6b275b Working towards fixing Energy Towers. Tower texture should now animate but explosion effect still doesn't render when the tower is destroyed. 2019-11-22 00:13:41 +01:00
nukeykt
c261f76e5f Automap improvements using code from eduke32 2019-11-22 00:13:40 +01:00
nukeykt
73a3be9aa1 Clean up and fix snake code 2019-11-22 00:13:39 +01:00
nukeykt
7e7f74206d Fix flamethrower light rotation 2019-11-22 00:13:38 +01:00
nukeykt
f445dd45d7 Fix erroneous condition in FuncQueenHead 2019-11-22 00:13:36 +01:00
nukeykt
cf389bf3ef Clean up and some fixes for Queen ai code 2019-11-22 00:13:35 +01:00
sirlemonhead
4ca74ee06a Queen AI fixes. Still need to check Head and Egg code. 2019-11-22 00:13:34 +01:00