Christoph Oelckers
5fc8859342
- Blood: instead of messing around with the damage factors when toggling god mode, let the game check the actual god mode flag itself.
...
This was just too volatile and prone to breakage.
Fixes #210 .
2020-12-06 08:36:54 +01:00
Christoph Oelckers
2f4abf93af
- fixed loading of Blood savegames.
...
This was a strange case of C++ not doing what was to be expected due to hidden semantics.
Note: never assign {} to a type that has a non-default constructor!
Fixes #212
2020-12-06 08:18:03 +01:00
Christoph Oelckers
aba3539275
- moved dudeSlope fully into DBloodActor.
2020-12-04 18:03:02 +01:00
Christoph Oelckers
99c0b77cf2
- rerouted all accesses to gDudeSlope.
2020-12-04 18:03:02 +01:00
Christoph Oelckers
7e78bc1c14
- refactored the SEQ callback to receive an actor pointer instead of an xsprite index.
2020-12-04 18:03:01 +01:00
Christoph Oelckers
44805e29b3
- changed parameter of aiNewState to DBloodActor
2020-12-04 18:03:01 +01:00
Christoph Oelckers
502d911a95
- refactored Blood's AI callback interface to only use a single DBloodActor parameter.
2020-12-04 18:03:01 +01:00
Christoph Oelckers
0ac41e0b5a
- drafted a DBloodActor to wrap the multitude of arrays (12 overall!) in which an actor is split up.
2020-12-04 18:03:01 +01:00
Christoph Oelckers
bc1adc9c51
- Blood: fixed cl_autorun affecting bobbing intensity even when no movement takes place.
...
Blood uses the state of the 'run' bit as the sole information that the player is running, which leads to very different behavior with cl_autorun on or off.
Apparently Raze's semantics here do not agree with how it was handled originally and the residual bobbing when coming to a stop was more than a little bit distracting.
2020-12-04 00:06:23 +01:00
Christoph Oelckers
25ef58f897
- re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine.
2020-12-01 23:57:39 +01:00
Christoph Oelckers
92a72cef8b
- Blood: only trigger a secret if the hint system hasn't registered it.
...
There's some bugs in Blood that allow a secret to be triggered multiple times. However, since the hint system already knows which secrets were triggered, use that info to avoid retriggers.
Fixes #206
2020-12-01 12:52:42 +01:00
Mitchell Richters
f9866f4a21
- Blood: Call resetForcedSyncInput()
after sethorizon()
in ProcessInput()
vs. playerProcess()
. Call was too early and causing player not to be able to look while synchronised input is being forced.
2020-12-01 22:02:20 +11:00
Christoph Oelckers
ae36ea88c3
- wrap all checks of cl_syncinput in an inline function.
2020-11-30 23:40:16 +01:00
Mitchell Richters
f429871cc6
- Blood: Promote pPlayer->angold
to binangle class.
2020-12-01 07:43:31 +11:00
Mitchell Richters
232dd5e07a
- Blood: Force synchronised input while a revolving door is busy/in-use.
...
* Fixes #205 .
2020-12-01 07:43:25 +11:00
Christoph Oelckers
3ba0a242bf
- Blood: do not recreate the bucket list when loading a savegame.
...
It has been read from the savegame already, and creating a new one will not produce a correct list because not all data has been loaded yet.
2020-11-29 16:22:29 +01:00
Christoph Oelckers
1b1449605f
- fixed: Blood did not serialize its mirror data (which is also used for certain portals.)
...
Fixes #203
2020-11-29 16:05:23 +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
f2f095c469
- Blood: Only clear global state before reading a savegame.
...
Doing it before writing permanently trashes it.
2020-11-28 00:20:12 +01:00
Christoph Oelckers
7143f62cb1
- Blood: restore pointers after loading all sequences.
2020-11-27 23:47:39 +01:00
Christoph Oelckers
6a29c38240
- Blood: write out the buckethead array to the savegame instead of trying to restore it afterward.
...
It looks like this cannot be reliably reconstructed from a running level anymore.
2020-11-27 23:34:36 +01:00
Christoph Oelckers
82a0e95485
- made the new interpolation system work in Blood.
...
The panning interpolations need wraparuound handling due to their small value range.
2020-11-26 18:32:35 +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
Christoph Oelckers
82d80f3f07
- Blood: handle super secrets properly in the statistics display.
...
Fixes #198
2020-11-26 07:48:34 +01:00
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
Mitchell Richters
4ad227c7d6
- Blood: Remove orphaned/unincluded loadsave.h header file.
2020-11-23 22:47:43 +11:00
Christoph Oelckers
88666c3e95
- Blood: always compare xsector and xwall serialization against a null base to reduce file size.
2020-11-23 12:23:19 +01:00
Christoph Oelckers
48049d5548
- Blood: fixed AIState and posture data serialization
2020-11-23 10:18:47 +01:00
Christoph Oelckers
9a4073508d
- Blood: Savegame fully transitioned to JSON
...
not tested yet.
2020-11-23 09:53:58 +01:00
Christoph Oelckers
572d3c9944
- Blood: serialize player as JSON.
2020-11-23 09:53:58 +01:00
Christoph Oelckers
13eae3a7bd
- a bit more cleanup
2020-11-23 09:53:58 +01:00
Christoph Oelckers
fde6407266
- removed the local duplication of the player name in Blood.
...
Using the global CVAR instead - once multiplayer support is in this will work for all players.
2020-11-23 09:53:58 +01:00
Christoph Oelckers
0c6318aed9
- renamed team variables to something meaningful.
2020-11-23 09:53:58 +01:00
Christoph Oelckers
4950a5e963
- Blood: serialize mirrors as JSON and renamed the 3 atxx variables in here.
2020-11-23 09:53:57 +01:00
Christoph Oelckers
6b889cbb77
- port from NBlood: Show all available powerups in HUD.
2020-11-23 07:49:36 +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
ea4ad0548a
- All Games: Make use of new addadjustment()
overloads in PlayerAngle
struct created in 25207e4f1818a5ed38648ce87673329cd75e20e4.
2020-11-22 21:18:11 +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
32a1796728
- buildutils: Replace sintable[]
use within Build with bsin()
/bcos()
, using bsinf()
/bcosf()
where appropriate.
...
* Includes a few header include shuffles to make it all come together.
2020-11-22 21:18:02 +01:00
Mitchell Richters
b2c42d5d03
- buildutils: Replace sintable[]
use within Blood with bsin()
/bcos()
.
...
* Further review of this should be considered as the use of sintable[] for nCos was actually sine and the use of sintable[] for nSin was actually cosine. Preserved math despite the variable names.
2020-11-22 21:18:02 +01:00
Christoph Oelckers
182b8023ca
- Blood: ported BloodGDX's fix for the double shotgun graphics glitch.
...
Fixes #114
2020-11-22 20:09:09 +01:00
Christoph Oelckers
63d71c120a
- Blood: save level stats as JSON.
2020-11-22 13:05:17 +01:00
Christoph Oelckers
751c295b62
- minor savegame optimizations.
...
Do not write out empty elements of arrays where these are by far the most common ones.
2020-11-22 12:48:43 +01:00
Christoph Oelckers
1a588c3cbf
- merged two smaller savegame handlers into the main function.
2020-11-22 12:48:43 +01:00
Christoph Oelckers
2cb3d44384
- AI JSON serialization.
2020-11-22 12:48:43 +01:00
Christoph Oelckers
18352a760c
- more renames.
2020-11-22 12:48:42 +01:00
Christoph Oelckers
2c6fa57090
- activeXSprites map.
2020-11-22 12:48:42 +01:00