Christoph Oelckers
55716c9409
- aiFightGet(Fine)TargetDist
2021-11-29 00:53:38 +01:00
Christoph Oelckers
baf4bb0785
- formatting only.
2021-11-29 00:53:37 +01:00
Christoph Oelckers
57c3571555
- several aiFight functions.
2021-11-29 00:53:37 +01:00
Christoph Oelckers
ca3d7c9bdf
- formatting only
2021-11-29 00:53:37 +01:00
Christoph Oelckers
78cbb4ed0a
- aiFightGetTargetInRange
2021-11-29 00:53:37 +01:00
Christoph Oelckers
a449d97b86
- modernTypeTrigger
2021-11-29 00:53:37 +01:00
Christoph Oelckers
ea8166871a
- formatting only.
2021-11-29 00:53:36 +01:00
Christoph Oelckers
43e9e07910
- 2 modernType functions.
2021-11-29 00:53:36 +01:00
Christoph Oelckers
1ff6dc7c69
- useSeqSpawnerGen
2021-11-29 00:53:36 +01:00
Christoph Oelckers
c59a6bbb86
- clean up some loops
2021-11-29 00:53:36 +01:00
Christoph Oelckers
9714febaab
- eliminated the actPostSprite wrapper with an index parameter.
2021-11-29 00:53:36 +01:00
Christoph Oelckers
e0f1948ccc
- wrapped all setsprite calls in Blood and adapted a few leftover uses of the index version of actPostSprite.
2021-11-29 00:53:35 +01:00
Christoph Oelckers
5cda9d0858
- tabified two files in Duke that were missed somehow, plus some comment cleanup elsewhere.
2021-11-29 00:53:35 +01:00
Christoph Oelckers
b54d3f3567
- useSpriteDamager + damageSprite
2021-11-29 00:53:35 +01:00
Christoph Oelckers
1689efe698
- useEffectGen + useSectorWindGen
2021-11-29 00:53:35 +01:00
Christoph Oelckers
1847b905ba
- useTeleportTarget
2021-11-29 00:53:35 +01:00
Christoph Oelckers
f21dc51207
- usePropertiesChanger
2021-11-29 00:53:34 +01:00
Christoph Oelckers
cd98e940aa
- useObjResizer
2021-11-29 00:53:34 +01:00
Christoph Oelckers
63ae861765
- DropVoodooCb
2021-11-29 00:53:34 +01:00
Christoph Oelckers
be9e423d7c
- trPlayer* functions.
2021-11-29 00:53:34 +01:00
Christoph Oelckers
470f82bc26
- Blood: fixed loading of actors with extended AI states.
2021-11-29 00:51:35 +01:00
Christoph Oelckers
b7c7328cdd
- backend update fromGZDoom.
...
most importantly this addresses issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down.
2021-11-21 10:19:52 +01:00
Mitch Richters
1228cb6044
- InputState::AddEvent()
: Partially revert changes performed in 4d629e7de8
that were believed not necessary. This functionality is still needed in some of Exhumed's cutscenes that are performed in-engine and not as a screenjob.
2021-11-19 08:11:32 +11:00
Mitch Richters
4d629e7de8
- Make screenjob valid keys for skipping ignore the Alt key as its used for modifiers, and special keys like the screenshot bind.
...
* Partially revert 8bb13bc4c2
as its changes are no longer needed.
* Partially revert 9e40e49c2c
as its changes are no longer needed.
* Fixes #577 .
2021-11-18 20:59:07 +11:00
Mitch Richters
719724da53
- Ensure g_nextskill
is re-initialised everytime a save is loaded.
...
* Fixes #582 .
2021-11-18 20:06:33 +11:00
Christoph Oelckers
aac02d52db
- Duke/RR: fixed hitradius
...
The recent optimization did not update the sector pointer inside the loop
2021-11-15 00:18:52 +01:00
Christoph Oelckers
dc1d97b6bd
- SW: fix bad return value in QueueWallBlood.
...
Had been known for some time, it just wasn't unclear if this is bad.
Now I was able to confirm that this is indeed bad and can cause crashes.
2021-11-13 19:30:16 +01:00
Christoph Oelckers
5732bb2db3
- Blood: fixed loading of maps with tracking conditions.
...
These use a pointer in the DBloodActor structure, but this part wasn't cleared for sprites loaded with the map.
# Conflicts:
# source/games/blood/src/nnexts.cpp
2021-11-13 13:55:25 +01:00
Christoph Oelckers
01deb13694
- SW: fixed NORM_xxx macros
...
kHitIndexMask already has the -1 considered, it is 0x3fff.
2021-11-12 11:09:24 +01:00
Christoph Oelckers
401f3cf1d7
- Blood: removed unused CSectorListMgr class.
2021-11-11 23:48:19 +01:00
Christoph Oelckers
9b21233c98
- little bit of cleanup
2021-11-11 23:47:26 +01:00
Christoph Oelckers
5a6d4f88d5
- Exhumed: eliminate all remaining MAXSECTORS references
2021-11-11 23:46:50 +01:00
Christoph Oelckers
794c4483ca
-Exhumed: better handling of BuildNear/BelowNear.
...
BuildNear was only called right before calling BelowNear - now both functions are merged and use the global GlobalSectorList array for storage.
Since the data in this is local to this function it is also unnecessary to write it out to a savegame as it will get recereate each time before it is used.
2021-11-11 23:45:59 +01:00
Christoph Oelckers
d70e76e5c6
- Exhumed: use dynamic arrays for the palette backup in DrawView.
2021-11-11 23:34:03 +01:00
Christoph Oelckers
2e3c212444
- Duke: moved the temtempsector* arrays into the only function using them
2021-11-11 23:32:49 +01:00
Christoph Oelckers
8f19dc12d8
- SW: code/data pointer saving cleanup.
...
* a large number of code pointer records were removed because none of these functions ever gets assigned to a pointer
* instead of looking up entries by index, do it by name. This is far less fragile and will survive deeper refactoring. The old storage by table index will break as soon as a single entry gets removed.
Since the old savegames got broken due to this problem recently it was a good time to change the setup.
2021-11-11 23:28:28 +01:00
Christoph Oelckers
f109f6c857
- Duke/RR: fixed two bad assignments to wall 0.
2021-11-11 21:58:15 +01:00
Christoph Oelckers
2164d244d2
- SW: removed 3 unused global arrays.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
25a6774540
- SW: got rid of MAXWALLS.
...
Only places left are declarations of global arrays.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
b6579809ad
- SW: eliminated all remaining MAXSECTORS references, except static array declarations.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
75e2d801a7
- SW: only check valid sectors for SecUser entries.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
6bd239c5b7
- SW: use the global sector list in PreMapCombineFloors
2021-11-11 21:58:14 +01:00
Christoph Oelckers
a79f7a3784
- SW: use a dynamic array to track already visited sectors in TraverseBreakableWalls.
2021-11-11 21:57:55 +01:00
Christoph Oelckers
cc16c02baa
- fixed BitArray constructor.
2021-11-11 21:55:46 +01:00
Christoph Oelckers
642088ed80
- let ValidateSprite print better messages when developer mode is set to warning and also call it for Blood.
2021-11-11 21:28:53 +01:00
Christoph Oelckers
f2e344a235
- removed magic flags added to sector indices in Polymost.
...
These are better done as separate function arguments.
2021-11-11 21:28:53 +01:00
Mitch Richters
6581d9d709
- InputScale()
: Tidy up some math I just put in.
...
* Time for bed... *yarns*.
2021-11-10 22:23:59 +11:00
Mitch Richters
3c4afaa6ee
- InputScale()
: Add enabled-by-default scaler to returned value from function to correct drift that occurs as the frame-rate increases, taking into account different scaling ratios needed for differing ticrates.
2021-11-10 20:27:19 +11:00
Mitch Richters
5a33caa635
- InputScale()
: Add enabled-by-default scaler to returned value from function to correct drift that occurs as the frame-rate increases, taking into account different scaling ratios needed for differing ticrates.
2021-11-10 20:13:06 +11:00
Christoph Oelckers
9433e9bdb1
- trPlayerCtrlStartScene + changing index to initiator pointer in QAVSCENE.
...
- clear QAVSCENE's initiator pointer at the start of a level or when it holds an actor that's about to be deleted.
Seems there is no proper bookkeeping here, so until we can GC actors it needs to be done manually.
2021-11-09 23:16:16 +01:00