Commit graph

702 commits

Author SHA1 Message Date
Christoph Oelckers
1fa087767e - Exhumed: ... and for the lava dude. 2020-11-29 20:30:17 +01:00
Christoph Oelckers
bd3efcb6c4 - Exhumed: same procedure for the Lion. 2020-11-29 20:26:54 +01:00
Christoph Oelckers
b669e5405d - Exhumed: did the same for the fish, changed some disassembly names and removed unused fields from enemy structs. 2020-11-29 20:16:58 +01:00
Christoph Oelckers
e81dbbdc93 - Exhumed: limit removal, cleanup and JSON serialization for the spider. 2020-11-29 19:32:58 +01:00
Christoph Oelckers
b26f6157e9 - Exhumed: Anubis cleanup, JSON serialization and limit removal. 2020-11-29 19:20:38 +01:00
Christoph Oelckers
cd1b79a703 - use stricter checks when trying to levelwarp.
If saving is blocked, so should changing the level.
Fixes #204.
2020-11-29 15:22:54 +01:00
Christoph Oelckers
a34f5debe8 - route the shared control CCMDs through the game interface instead of registering local variants for each game. 2020-11-29 13:35:09 +01:00
Christoph Oelckers
48b16d5233 - cleanup on player CVAR use. 2020-11-29 13:22:04 +01:00
Christoph Oelckers
81bdee90f7 - Exhumed: interpolate texture animations. 2020-11-26 18:32:37 +01:00
Christoph Oelckers
d22229c042 - removed the unused interpolation utilities in Exhumed.
None of this was used, but with the shared implementation it isn't needed anymore.
2020-11-26 18:32:37 +01:00
Christoph Oelckers
2cd3927613 - use floats for wall panning offsets. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9 - make sector panning variables floats and added some convenience wrappers. 2020-11-26 18:32:35 +01:00
Mitchell Richters
1504e19cf8 - Exhumed: Add sprite interpolation to analyzesprites(). 2020-11-26 19:15:49 +11:00
Mitchell Richters
b9e1cbb5de - gamecontrol.h: Move getHalfLookAng() into PlayerAngle struct as look_anghalf().
* Uses internal struct variables at full BAM precision.
2020-11-26 16:37:37 +11:00
Christoph Oelckers
0b115ac9c7 - Exhumed: added a countdown display for the magic spells in the fullscreen HUD. 2020-11-24 21:04:27 +01:00
Christoph Oelckers
7470286d5b - Exhumed: Switch sounds must use CHANF_LISTENERZ because they use no z-coordinate for their position. 2020-11-24 00:14:32 +01:00
Christoph Oelckers
8cbd67974e - Exhumed: fixed typo in player taunt code. 2020-11-23 19:32:12 +01:00
Christoph Oelckers
2fda1b9d52 - Exhumed: fixed positioning of the player's scream sound.
This was played on the wrong actor - the calling code passed 0 instead of the player's actual sprite index.
2020-11-23 18:38:58 +01:00
Christoph Oelckers
169d708547 - removed all remaining uses of tilesiz. 2020-11-23 08:55:02 +01:00
Christoph Oelckers
d60bc8be9f - replaced all remaining uses of tilesiz[].y 2020-11-23 08:39:49 +01:00
Christoph Oelckers
bbf1352db1 - replaced approx 1/3 of all accesses to the tilesiz wrapper class. 2020-11-23 00:18:30 +01:00
Mitchell Richters
5ba2e7863d - binaryangle.h: Add asbuildf() method to all classes and use where appropriate. 2020-11-22 21:18:12 +01:00
Mitchell Richters
0190a98a10 - Remove calcSinTableValue() inline function and clean up use of PI/fPI and BANG2RAD #defines. 2020-11-22 21:18:10 +01:00
Mitchell Richters
6b66a958d0 - buildutils: Replace calcSinTableValue() use within Exhumed with bsinf()/bcosf(). 2020-11-22 21:18:10 +01:00
Mitchell Richters
bae4d77427 - buildutils: Replace sintable[] use within Exhumed with bsin()/bcos(). 2020-11-22 21:18:03 +01:00
Mitchell Richters
cf6188b034 - buildutils: Replace Sin() and Cos() from Exhumed with bsin()/bcos(). 2020-11-22 21:18:02 +01:00
Mitchell Richters
8aa7051f78 - buildutils.h: Replace FSin() from Exhumed with bsinf()/bcosf(). 2020-11-22 21:18:02 +01:00
Christoph Oelckers
3bd48fb8c5 - Exhumed: Fixed CalcPosVel not initializing the vel parameter.
This caused spurious errors in OpenAL if the passed values were NANs or INFs.
Fixes #183
2020-11-22 20:34:57 +01:00
Christoph Oelckers
143dd3d2cf - fixed weapon cycling in Exhumed.
The sword was checked for ammo (and failed) and wraparound was not handled.
Fixes #193
2020-11-22 18:59:59 +01:00
Christoph Oelckers
c6c9b26af2 - do not specifically look in the 'music' directory for CD tracks.
Prepending of 'music/' is done automatically for all music not found without a path so this only limits options.
2020-11-22 12:51:13 +01:00
Mitchell Richters
2c1b53ad1c - Exhumed: Get GOG music playing without any user intervention required. 2020-11-22 22:35:45 +11:00
Christoph Oelckers
96fbfdcf86 - made hires replacements work for untranslated fonts. 2020-11-10 21:34:49 +01:00
Christoph Oelckers
f24786af71 - Exhumed: Use 0 as transparent color index for the energy tile. 2020-11-09 19:16:43 +01:00
Mitchell Richters
9e026d5042 - Exhumed: Partially address issues with LEV20 energy towers in #159. 2020-11-08 12:48:23 +11:00
Mitchell Richters
ade1a80515 - gameinput.cpp: Remove crouch bool from applylook() since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust in the prototype to 1. 2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c - inputstate.cpp: Move checkCrouchToggle() from gameinput.ccp into ApplyGlobalInput() and use static bool for crouch toggling vs. game-side bool. 2020-11-07 18:16:16 +11:00
Mitchell Richters
4ef0d20e0e - gameinput.cpp: Consolidate checkCrouchToggle() from Duke with discrete implementations from Blood in 7c8efde38c and Exhumed in 032db82f82 to unify the functionality. 2020-11-07 13:44:25 +11:00
Mitchell Richters
032db82f82 - Exhumed: Add crouch toggle mechanism. 2020-11-07 13:27:58 +11:00
Mitchell Richters
2d903ed918 - Exhumed: Skip over weapons owned but without ammo when doing WeapSel_Next/WeapSel_Prev.
* Fixes #148.
2020-11-06 23:25:55 +11:00
Mitchell Richters
e3c6873410 - Exhumed: Move bullet puff animations up by 4096 units to give the illusion of more accurate aiming.
* Fixes #149.
2020-11-06 23:02:57 +11:00
Mitchell Richters
f2e50161a5 - Exhumed: Fix issues on start of Level 20 following changes in 0c95aee8f5.
* Fixes #152.
2020-11-06 22:02:14 +11:00
Christoph Oelckers
7a482c6284 - make DHUDFont an object. 2020-10-31 13:20:54 +01:00
Christoph Oelckers
7de6528a1f - the status bars work as objects.
# Conflicts:
#	source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
37024df405 - Status bar draw code is now identical with GZDoom's. 2020-10-31 13:20:00 +01:00
Christoph Oelckers
3a0c84d3ca - split statusbar.cpp in two.
To keep Raze-exclusive content out of the main file that's about to be edited.
2020-10-31 13:19:59 +01:00
Christoph Oelckers
668c34d4c1 - ensure for all games that deleting a sprite unlinks all sounds from it.
This was only present in Duke but is needed for all games.
2020-10-29 00:08:06 +01:00
Christoph Oelckers
8bfb0b1e20 - do not dim the objects of the Exhumed background screen.
This was for dimming the console background but since the console already dims its background itself it made the background nearly opaque black.
2020-10-25 09:22:17 +01:00
Christoph Oelckers
f02cf7e067 - fixed issues with fog setup and added missing fog to Exhumed's red palette.
Foggy lookups should not attempt to calculate a fade ramp, that does not work if the color gets brighter with distance.
Fixes #143
2020-10-24 20:33:33 +02:00
Christoph Oelckers
ce03813ab1 - Exhumed: Fixed the invulnerability item.
Fixes #137
2020-10-24 18:03:06 +02:00
Mitchell Richters
d90badef6f - Exhumed: Amend b6ec41e2b1 to ensure next/prev weapon is actually available before trying to switch to it.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70266.
2020-10-22 19:30:04 +11:00