Mitch Richters
|
12a0f587a3
|
- SW: Add nullptr check inside WarpSectorInfo() to prevent crashes while noclipping through level.
|
2021-12-26 23:09:50 +01:00 |
|
Mitch Richters
|
10e28b8a53
|
- SW: Add nullptr check inside ActorTrackDecide() for walltype's nextSector() to prevent crashes while noclipping through level.
|
2021-12-26 23:09:49 +01:00 |
|
Mitch Richters
|
5085dcd866
|
- SW: Add nullptr check inside DoPlayerHorizon() for canslopetilt to prevent crashes while noclipping through level.
|
2021-12-26 23:09:49 +01:00 |
|
Christoph Oelckers
|
e223466f4a
|
- removed Interp_Sprite_Z.
This was redundant and interfered with the reworked automatic sprite interpolation.
|
2021-12-26 23:09:49 +01:00 |
|
Christoph Oelckers
|
2654a19cfd
|
- got rid of setspritez(x) and moved the implementation to SetActor(Z) without referencing the sprite array.
|
2021-12-26 23:09:49 +01:00 |
|
Christoph Oelckers
|
6773fa2189
|
- removed unused InitLists function.
# Conflicts:
# source/build/src/engine.cpp
|
2021-12-26 23:09:49 +01:00 |
|
Christoph Oelckers
|
58cd933d74
|
- pass sprite array to map hack parser as parameter.
This will later allow it to work on temporaries.
|
2021-12-26 23:09:49 +01:00 |
|
Christoph Oelckers
|
5dfc79bdbe
|
- MarkSectorSeen
|
2021-12-26 23:09:48 +01:00 |
|
Christoph Oelckers
|
f9b1164747
|
- use point2Wall wherever possible.
|
2021-12-26 23:09:48 +01:00 |
|
Christoph Oelckers
|
83cf2f3baf
|
-more index stuff.
|
2021-12-26 23:09:48 +01:00 |
|
Christoph Oelckers
|
ee1b574830
|
- engine stuff
|
2021-12-26 23:09:48 +01:00 |
|
Christoph Oelckers
|
b663b8ea26
|
- wallptr reduction.
|
2021-12-26 23:09:48 +01:00 |
|
Christoph Oelckers
|
eb0f91e26b
|
- pass sector pointer to render_camtex.
|
2021-12-26 23:09:47 +01:00 |
|
Christoph Oelckers
|
a22634f228
|
- sectnum reduction.
|
2021-12-26 23:09:47 +01:00 |
|
Christoph Oelckers
|
4c13f24357
|
- rename FBunch's sectnum because it complicated searching for other stuff.
|
2021-12-26 23:09:47 +01:00 |
|
Christoph Oelckers
|
ed659df9d8
|
- pass sector pointer to Polymost's SectorVisibility function.
|
2021-12-26 23:09:47 +01:00 |
|
Christoph Oelckers
|
34373e9c70
|
- fixed use of wrong indexing function.
|
2021-12-26 23:09:47 +01:00 |
|
Christoph Oelckers
|
73243f95bb
|
- make Blood's burn source a pointer.
|
2021-12-26 23:09:46 +01:00 |
|
Christoph Oelckers
|
3a44f168e0
|
- Blood: Fix DeleteSprite
|
2021-12-26 23:09:46 +01:00 |
|
Christoph Oelckers
|
9213eae606
|
- deleted unused functions.
|
2021-12-26 23:09:46 +01:00 |
|
Christoph Oelckers
|
a59173ac31
|
- SW: fixed DeleteNoSoundOwner still checking for sprites as sound origins.
|
2021-12-26 23:09:46 +01:00 |
|
Christoph Oelckers
|
0a9792ac28
|
- adapted SW's sound system to actors.
|
2021-12-26 23:09:46 +01:00 |
|
Christoph Oelckers
|
221d9fe28e
|
- adapted Duke's and Exhumed's sound code to directly work with actors.
This was already wrapped so all that needed to be done was removing the wrapper.
|
2021-12-26 23:09:46 +01:00 |
|
Christoph Oelckers
|
97b19a5cb1
|
- adapted Blood's sound engine to using actors.
Note: Savegames won't work on this commit for the other games!
|
2021-12-26 23:09:45 +01:00 |
|
Christoph Oelckers
|
75b36cbd1c
|
- Duke: made player.i a real pointer
How could I overlook this one.
|
2021-12-26 23:09:45 +01:00 |
|
Christoph Oelckers
|
d33ae89c4a
|
- minor backend cleanup.
|
2021-12-26 23:09:45 +01:00 |
|
Christoph Oelckers
|
befc4572e9
|
- minimal backend array removal.
|
2021-12-26 23:09:45 +01:00 |
|
Christoph Oelckers
|
6cecd85cf6
|
- removed the deprecated interfaces from coreactor.h
|
2021-12-26 23:09:44 +01:00 |
|
Christoph Oelckers
|
b7a5ea8ef6
|
- moved some common utilities into the backend.
|
2021-12-26 23:09:44 +01:00 |
|
Christoph Oelckers
|
bbb860ccf3
|
- consolidate the iterators in the backend.
Using a template class that can adapt to the game specific types.
|
2021-12-26 23:09:44 +01:00 |
|
Christoph Oelckers
|
12f6b05cbe
|
- use access functions, all done by search & replace.
|
2021-12-26 23:09:44 +01:00 |
|
Christoph Oelckers
|
6748a39c8f
|
- deprecate the sector index variant of pushmove
|
2021-12-26 23:09:43 +01:00 |
|
Christoph Oelckers
|
2aefe4398b
|
- sector[tspr->sectnum] globally replaced.
|
2021-12-26 23:09:43 +01:00 |
|
Christoph Oelckers
|
02ef323086
|
- SW: handle getzrangepoint
|
2021-12-26 23:09:43 +01:00 |
|
Christoph Oelckers
|
53be5d1622
|
- use a sector pointer in FAFgetzrange.
|
2021-12-26 23:09:43 +01:00 |
|
Christoph Oelckers
|
70d7e81f4f
|
- adapted getzrange to the new interface.
This was mainly removing game side solutions in favor of a common one in the backend.
|
2021-12-26 23:09:42 +01:00 |
|
Christoph Oelckers
|
729076b79d
|
- adapted neartag in SW and Exhumed.
|
2021-12-26 23:09:42 +01:00 |
|
Christoph Oelckers
|
91e2391911
|
- adapted neartag in Duke.
|
2021-12-26 23:09:42 +01:00 |
|
Christoph Oelckers
|
1840ab0d05
|
- deal with a few ->sectnum's in SW.
|
2021-12-26 23:09:42 +01:00 |
|
Christoph Oelckers
|
321608e5ac
|
- made cursectnum et. al. real pointers.
|
2021-12-26 23:09:41 +01:00 |
|
Christoph Oelckers
|
f19f656dd9
|
- deal with SW's Warp functions.
|
2021-12-26 23:09:41 +01:00 |
|
Christoph Oelckers
|
10d0ea29ce
|
- renamed some sectnum variables.
|
2021-12-26 23:09:41 +01:00 |
|
Christoph Oelckers
|
ef6bc9db56
|
- do the remaining clipmove calls.
|
2021-12-26 23:09:41 +01:00 |
|
Christoph Oelckers
|
bdbb3b4004
|
- handled the main actor movement functions.
|
2021-12-26 23:09:40 +01:00 |
|
Christoph Oelckers
|
afd05add96
|
- adapted several clipmove calls in SW.
|
2021-12-26 23:09:40 +01:00 |
|
Christoph Oelckers
|
c0b0b00f96
|
fixed collision access.
|
2021-12-26 23:09:09 +01:00 |
|
Christoph Oelckers
|
30f36e4871
|
- use backend's collision struct in SW.
|
2021-12-26 23:08:58 +01:00 |
|
Christoph Oelckers
|
b3bbf8932e
|
- same procedure for Exhumed.
|
2021-12-26 23:08:58 +01:00 |
|
Christoph Oelckers
|
8ce34c7772
|
- use refactored Collision struct and clipmove in Blood, too.
|
2021-12-26 23:08:57 +01:00 |
|
Christoph Oelckers
|
4788c7ba5e
|
- made Collision derive from a common base class and refactored clipmove to a single engine-side entry point.
Done for Doom so far.
|
2021-12-26 23:08:57 +01:00 |
|