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
Mitchell Richters
67b40ee1d5
- Convert angle in hud_drawsprite()
to work on true degrees, and in the right direction.
2022-12-11 19:46:26 +01:00
Mitchell Richters
3a1729a9ce
- Duke (RR): Final tidy-up of displayweapon_r()
.
2022-12-11 19:46:26 +01:00
Mitchell Richters
3eb3a29a7e
- Duke: Tidy up animateshrunken()
.
2022-12-11 19:46:26 +01:00
Mitchell Richters
c45b755773
- Duke (RR): Tidy up remaining uses of old weapon offset code.
2022-12-11 19:46:26 +01:00
Mitchell Richters
7ec2c1a0fa
- Duke (RR): Move displaysaw()
lambda to new weapon offsets.
2022-12-11 19:46:26 +01:00
Mitchell Richters
6d9b53af3d
- Duke (RR): Move displayblaster()
lambda to new weapon offsets.
2022-12-11 19:46:26 +01:00