Commit graph

15210 commits

Author SHA1 Message Date
Christoph Oelckers
5b9152abfd - eliminated the last access to playerActors in trigger.cpp and made AimTargets a pointer array. 2021-11-29 00:54:58 +01:00
Christoph Oelckers
6dd7cbe8fa - GetCrushedSpriteExtents and leftover bloodActors references. 2021-11-29 00:54:58 +01:00
Christoph Oelckers
d2bc254e03 - the rest of triggers.cpp. 2021-11-29 00:54:57 +01:00
Christoph Oelckers
9349e7bcb1 - several simple functions.
Also two fixes involving trTriggerSprite.
2021-11-29 00:54:57 +01:00
Christoph Oelckers
0ae664e9ca - SetSpriteState 2021-11-29 00:53:57 +01:00
Christoph Oelckers
7e8fc3fe65 - target in UpdateAimVector, teslaHit. 2021-11-29 00:53:56 +01:00
Christoph Oelckers
7d1c81626e - changed all naked Stat/SectIterator loops to use the Blood... variants. 2021-11-29 00:53:56 +01:00
Christoph Oelckers
9016256ac2 - savegame hackery for sequences. 2021-11-29 00:53:56 +01:00
Christoph Oelckers
4e1e9ca0c9 - proper actor managements in SEQINST. 2021-11-29 00:53:56 +01:00
Christoph Oelckers
7204b8e026 - deal with QAV::nIndex.
This was totally redundant. Since the player already gets passed as 'Data', we can just make that pointer a PLAYER type and use it instead to retrieve the playing actor for sound purposes.
2021-11-29 00:53:56 +01:00
Christoph Oelckers
70cd4d9466 - minor sprite[] stuff. 2021-11-29 00:53:55 +01:00
Christoph Oelckers
8f974dc1d8 - the remaining functions of player.cpp. 2021-11-29 00:53:55 +01:00
Christoph Oelckers
fddc213fa8 - made PLAYER::fragger an actor pointer. 2021-11-29 00:53:55 +01:00
Christoph Oelckers
abee5c5eaa - parameters in Pickup functions, getting rid of all (x)sprite[] references in player.cpp. 2021-11-29 00:53:55 +01:00
Christoph Oelckers
07e88e36f6 - ActionScan cleanup plus smaller bits in player.cpp
# Conflicts:
#	source/games/blood/src/player.cpp
2021-11-29 00:53:55 +01:00
Christoph Oelckers
e95936efd6 - made PLAYER::used2 an actor array and renamed it to match its purpose.
Note: Renaming this for savegames is fine, as it's not relevant in singleplayer.
2021-11-29 00:53:54 +01:00
Christoph Oelckers
165b2f29ff - removed last remaining accesses to sprite[] and xsprite[] from nnexts.cpp. 2021-11-29 00:53:54 +01:00
Christoph Oelckers
85c4b96177 - removed all access to sprite[] from mirrors.cpp. 2021-11-29 00:53:54 +01:00
Christoph Oelckers
826fd7ddb2 - optimized vector math. 2021-11-29 00:53:54 +01:00
Christoph Oelckers
50f9b67598 - removed all sprite[] references from gameutil.cpp. 2021-11-29 00:53:54 +01:00
Christoph Oelckers
7a2c661ff9 - GetZRange 2021-11-29 00:53:54 +01:00
Christoph Oelckers
626deed960 - VectorScan 2021-11-29 00:53:53 +01:00
Christoph Oelckers
0466186440 - HitScan 2021-11-29 00:53:53 +01:00
Christoph Oelckers
c2916259d7 - CheckProximity
# Conflicts:
#	source/games/blood/src/aibeast.cpp
2021-11-29 00:53:53 +01:00
Christoph Oelckers
db75e4d2bf - moved basePath into XSECTOR.
# Conflicts:
#	source/games/blood/src/nnexts.cpp
2021-11-29 00:53:53 +01:00
Christoph Oelckers
0d2da892e8 - made marker0 and marker1 actor pointers. 2021-11-29 00:53:52 +01:00
Christoph Oelckers
f4b900c540 - moved velocity data into DBloodActor. 2021-11-29 00:53:52 +01:00
Christoph Oelckers
6a8f59e991 - removed remaining direct access to the velocity arrays. 2021-11-29 00:53:52 +01:00
Christoph Oelckers
ff9a86b7b4 - proper way to get player actor. 2021-11-29 00:53:52 +01:00
Christoph Oelckers
1cb98593f1 - removed compatible savegame handling for SPRITEHIT.
This does not need to be preserved, unlike the other refactored global arrays.
2021-11-29 00:53:51 +01:00
Christoph Oelckers
54f70ec1bb - moved baseSprite into DBloodActor. 2021-11-29 00:53:51 +01:00
Christoph Oelckers
14ace49c3e - owner stuff.
This reduces the number of direct references to spritetype.owner by half in the Blood code.
2021-11-29 00:53:51 +01:00
Christoph Oelckers
3b1ba88a41 - gib stuff. 2021-11-29 00:53:51 +01:00
Christoph Oelckers
344e7e840e - remove leftover index dependencies for sprite events. 2021-11-29 00:53:51 +01:00
Christoph Oelckers
245581e00d - cleanup 2021-11-29 00:53:50 +01:00
Christoph Oelckers
b2de1e5209 - added BloodSpriteIterator and BloodLinearSpriteIterator to get rid of explicit loops over the sprite array. 2021-11-29 00:53:50 +01:00
Christoph Oelckers
484d016172 - cleaned up burn code. 2021-11-29 00:53:50 +01:00
Christoph Oelckers
c0b013ac0c - moved gSpriteHit into DBloodActor. 2021-11-29 00:53:50 +01:00
Christoph Oelckers
c34c9deb4e - deleted old condPush variant. 2021-11-29 00:53:50 +01:00
Christoph Oelckers
be0e2a9b93 - todo markers 2021-11-29 00:53:49 +01:00
Christoph Oelckers
3e9bcacc22 - condUpdateObjectIndex + nnExtTriggerObject 2021-11-29 00:53:49 +01:00
Christoph Oelckers
9965245449 - condCheckSprite 2021-11-29 00:53:49 +01:00
Christoph Oelckers
0ff9afde61 - condCheckPlayer + condCheckDude 2021-11-29 00:53:49 +01:00
Christoph Oelckers
9205556b4e - condCheckSector + condCheckWall 2021-11-29 00:53:49 +01:00
Christoph Oelckers
f6e7c5f440 - condCheckMixed + condCheckGame. 2021-11-29 00:53:48 +01:00
Christoph Oelckers
69395383a4 - fix condPush
- better abstraction of the condition storage.

Hiding targetX/Y as much as possible for easier refactoring later.
2021-11-29 00:53:48 +01:00
Christoph Oelckers
f84e2343ca - formatting only. 2021-11-29 00:53:48 +01:00
Christoph Oelckers
9062eb5996 - condError 2021-11-29 00:53:48 +01:00
Christoph Oelckers
fb4fcef2c2 - cleanup 2021-11-29 00:53:48 +01:00
Christoph Oelckers
aef95b52bc - the remaining functions in nnexts.cpp 2021-11-29 00:53:47 +01:00