Christoph Oelckers
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183f554733
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- hitscan cleanup.
Also removed a bit of leftover TROR code.
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2021-12-26 23:09:52 +01:00 |
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Christoph Oelckers
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6600f55543
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- separate map loading from actor spawning for the other games, too.
It still uses the horribly messed up original spawn logic, though.
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2021-12-26 23:09:51 +01:00 |
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Christoph Oelckers
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a3493048e7
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- refactoring of spawn code to prepare for the other games.
Map hacks do not work in this commit!
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2021-12-26 23:09:51 +01:00 |
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Christoph Oelckers
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ec888c097c
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- Blood: separated actor spawning from map loading.
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2021-12-26 23:09:51 +01:00 |
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Christoph Oelckers
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e543c70439
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- replacement of BloodLinearSpriteIterator
Preparation for eliminating sprite[]. This array can later be created by the actual spawn function.
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2021-12-26 23:09:51 +01:00 |
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Christoph Oelckers
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6773fa2189
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- removed unused InitLists function.
# Conflicts:
# source/build/src/engine.cpp
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2021-12-26 23:09:49 +01:00 |
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Christoph Oelckers
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58cd933d74
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- pass sprite array to map hack parser as parameter.
This will later allow it to work on temporaries.
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2021-12-26 23:09:49 +01:00 |
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Christoph Oelckers
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b663b8ea26
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- wallptr reduction.
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2021-12-26 23:09:48 +01:00 |
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Christoph Oelckers
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a22634f228
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- sectnum reduction.
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2021-12-26 23:09:47 +01:00 |
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Christoph Oelckers
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73243f95bb
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- make Blood's burn source a pointer.
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2021-12-26 23:09:46 +01:00 |
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Christoph Oelckers
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3a44f168e0
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- Blood: Fix DeleteSprite
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2021-12-26 23:09:46 +01:00 |
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Christoph Oelckers
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97b19a5cb1
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- adapted Blood's sound engine to using actors.
Note: Savegames won't work on this commit for the other games!
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2021-12-26 23:09:45 +01:00 |
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Christoph Oelckers
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befc4572e9
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- minimal backend array removal.
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2021-12-26 23:09:45 +01:00 |
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Christoph Oelckers
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b7a5ea8ef6
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- moved some common utilities into the backend.
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2021-12-26 23:09:44 +01:00 |
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Christoph Oelckers
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bbb860ccf3
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- consolidate the iterators in the backend.
Using a template class that can adapt to the game specific types.
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2021-12-26 23:09:44 +01:00 |
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Christoph Oelckers
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6748a39c8f
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- deprecate the sector index variant of pushmove
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2021-12-26 23:09:43 +01:00 |
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Christoph Oelckers
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70d7e81f4f
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- adapted getzrange to the new interface.
This was mainly removing game side solutions in favor of a common one in the backend.
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2021-12-26 23:09:42 +01:00 |
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Christoph Oelckers
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8ce34c7772
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- use refactored Collision struct and clipmove in Blood, too.
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2021-12-26 23:08:57 +01:00 |
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Christoph Oelckers
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96b9572905
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- moved parts of the HitInfo subclasses into the backend.
All the game code now needs to do is a single 'using' statement.
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2021-12-26 23:08:57 +01:00 |
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Christoph Oelckers
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10dce7dd2d
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- adapted all hitscan calls in Duke/RR.
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2021-12-26 23:08:56 +01:00 |
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Christoph Oelckers
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129ce0aea8
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- migrated Blood's hitscan calls and its global gHitInfo struct.
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2021-12-26 23:08:56 +01:00 |
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Christoph Oelckers
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9380819e4e
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- initialize actorArray for all games.
- the foundation for an actor aware backend.
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2021-12-26 23:08:56 +01:00 |
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Christoph Oelckers
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52c80f187a
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- added coreactor.h
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2021-12-26 23:08:55 +01:00 |
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Christoph Oelckers
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5d78b228b7
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- the final bits and pieces in Blood
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2021-12-26 23:08:40 +01:00 |
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Christoph Oelckers
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41506f35db
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- calcviewpitch
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2021-12-26 23:08:40 +01:00 |
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Christoph Oelckers
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879407538e
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- several 'sectnum's.
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2021-12-26 23:08:40 +01:00 |
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Christoph Oelckers
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9388f839b6
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- main view render function and dependencies.
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2021-12-26 23:08:40 +01:00 |
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Christoph Oelckers
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0797e7ac90
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- trInit
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2021-12-26 23:08:39 +01:00 |
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Christoph Oelckers
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7442edc59f
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- more trigger stuff
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2021-12-26 23:08:39 +01:00 |
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Christoph Oelckers
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2967edf827
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- triggers.cpp subfunctions.
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2021-12-26 23:08:39 +01:00 |
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Christoph Oelckers
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8f3c97dde4
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- SetSectorState
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2021-12-26 23:08:39 +01:00 |
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Christoph Oelckers
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7f94eee9bb
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- busy interface + unlimiting.
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2021-12-26 23:08:00 +01:00 |
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Christoph Oelckers
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28840b3afa
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- pass sectors to AddBusy and ReverseBusy.
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2021-12-26 22:35:08 +01:00 |
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Christoph Oelckers
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9d423d19cd
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- partial transition of busy interface to sector pointers.
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2021-12-26 22:25:59 +01:00 |
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Christoph Oelckers
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9017fee74f
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- FindSector.
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2021-12-25 21:29:17 +01:00 |
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Christoph Oelckers
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b8953849ee
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- secnum in fx.cpp
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2021-12-25 21:29:17 +01:00 |
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Christoph Oelckers
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765ff7609d
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- all remaining ->sectnum in nnexts.cpp.
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2021-12-25 21:29:16 +01:00 |
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Christoph Oelckers
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d0376e5485
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- nnext sound functions.
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2021-12-25 21:29:16 +01:00 |
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Christoph Oelckers
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b7c4e4b9fa
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- useSlopeChanger
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2021-12-25 21:29:16 +01:00 |
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Christoph Oelckers
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36d66f14b5
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- smaller stuff
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2021-12-25 21:29:16 +01:00 |
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Christoph Oelckers
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4438c20cb4
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- fxProcess
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2021-12-25 21:29:16 +01:00 |
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Christoph Oelckers
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f52a542fad
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- callback interface.
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2021-12-25 21:29:15 +01:00 |
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Christoph Oelckers
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e4e5bd0966
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- CFX::fxSpawnActor
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2021-12-25 21:29:15 +01:00 |
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Christoph Oelckers
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331a7654bf
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- actSpawnThing
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2021-12-25 21:29:15 +01:00 |
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Christoph Oelckers
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443cfc991c
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- actSpawnSprite, ZONE, startsectnum and dbLoadMap
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2021-12-25 21:29:15 +01:00 |
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Christoph Oelckers
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b187f3c028
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- CheckProximity
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2021-12-25 21:29:15 +01:00 |
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Christoph Oelckers
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e172d0c138
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- actRadiusDamage
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2021-12-25 21:29:14 +01:00 |
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Christoph Oelckers
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3d336c13ac
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- GetClosestSpriteSectors
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2021-12-25 21:29:14 +01:00 |
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Christoph Oelckers
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f9b2b6311f
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- slope checks in sprite display code.
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2021-12-25 21:29:14 +01:00 |
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Christoph Oelckers
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b063e19980
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- gFX.fxSpawnActor and a few other simple replacements.
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2021-12-25 21:29:14 +01:00 |
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