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
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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
8ef7e0e4f3
- Duke: Only draw the screen border when the viewport isn't 100%.
2023-01-13 08:56:12 +11:00
Mitchell Richters
c606fc11da
- Add call to resetForcedSyncInput()
for all games.
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* 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
532f994ccb
- RR: stop the bowling pins' tumbling animation when they come to a rest.
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Fixes an original RR bug.
2023-01-08 18:46:42 +01:00
Christoph Oelckers
ff33dd7188
- Duke: fixed bad surface check.
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Surfaces are not bit flags, they are values.
2023-01-08 18:32:38 +01:00
Christoph Oelckers
1e3a285534
- Duke: fixed access card activation delay.
2023-01-08 10:34:14 +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()
.
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- 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
ba364a1cb6
- Duke: Fix automap sprite angle which was not right with unsynchronised input.
2023-01-05 21:00:31 +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.
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This fix is just a temporary workaround due to the incomplete scriptfication
2023-01-04 20:20:10 +01:00
Christoph Oelckers
d064706f93
- got rid of wallpicnum and overpicnum.
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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.
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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.
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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
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.
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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
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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.
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* Fixes #815 .
2022-12-29 22:45:36 +11:00
Mitchell Richters
1d69ebe9b0
- Duke: Ensure that the expander hitscans when autoaim is "hitscan only".
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* Fixes #827 .
2022-12-29 21:17:41 +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
Christoph Oelckers
c7e25726c1
- use memset to clear 'gs' in loadconst.
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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
8c41294cb0
- overpicnum lightening.
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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.
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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.
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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
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.
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The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
622710ede4
- migrated all uses of floorpicnum.
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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.
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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
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
8a789b9015
- voxel management cleanup.
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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.
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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
Mitchell Richters
53dfac5327
- Duke: Fix bad sector variable check in floorspace()
.
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* 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.
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Player offset was retrieved from the wrong actor here.
2022-12-13 17:19:04 +01:00