Christoph Oelckers
7a6629ce6a
- renamed XSPRITE::target to target_i.
...
This is to make searching for it easier as 'target' is a very common word in the source.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
774a015e6b
- aiChooseDirection and its subfunctions.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
a79d362b40
- dudeIsPlayingSeq + aiPlay3DSound.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
7054313dd4
- formatting only.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
00d0099333
- removed a few compatibility wrappers.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
6a1ffca34f
- actCheckExplosion, removed array access from SEQ callbacks in actor.cpp and renamed the two which still had assembly names.
2021-09-17 20:49:25 +02:00
Christoph Oelckers
663ecc79d1
- actFireVector
2021-09-17 20:49:25 +02:00
Christoph Oelckers
d6724185b3
- removed a few redundant one-liner functions.
2021-09-17 20:49:25 +02:00
Christoph Oelckers
d7078dda48
- actGetRespawnTime + actCheckRespawn.
2021-09-17 20:49:25 +02:00
Christoph Oelckers
6db18e61d9
- Blood: use a TArray for gPost and store actors as pointers.
...
This also does not need to be serialized because it gets cleared at the end of each game tick and will always be empty when saving is done.
2021-09-17 20:49:05 +02:00
Christoph Oelckers
4526f4149b
- actSpawnThing and actFireThing.
2021-09-16 00:11:20 +02:00
Christoph Oelckers
7c1826e909
- fixed typo in the actor variant of seqKill.
2021-09-16 00:04:18 +02:00
Christoph Oelckers
c5d7455317
- actSpawnDude.
2021-09-16 00:01:16 +02:00
Christoph Oelckers
6be611fd94
- fixed merge.
2021-09-12 18:32:11 +02:00
Christoph Oelckers
d466ea155f
- Exhumed: Avoid masking bits into the sector index as well.
...
# Conflicts:
# source/games/exhumed/src/player.cpp
2021-09-12 18:28:47 +02:00
Christoph Oelckers
9991e6665c
- Exhumed: Avoid masking sound flags into the sprite index.
...
This put a hard 4096 sprites limit into the engine. It's also a blocker for refactoring.
2021-09-12 18:27:30 +02:00
Christoph Oelckers
d82b7ff51c
- Exhumed: renamed disassembly variable.
2021-09-12 18:27:30 +02:00
Christoph Oelckers
f7a475aa94
- Exhumed: fixed sound origin in DoRegenerates.
...
Should be the actual sprite, not the table index...
# Conflicts:
# source/games/exhumed/src/items.cpp
2021-09-12 18:27:17 +02:00
Christoph Oelckers
7f485bfab1
- split off the extended sprite flags into their own word.
...
Some code overwrites the cstat field entirely (thanks Duke, for being sloppy with this...!)
2021-09-12 18:26:35 +02:00
Christoph Oelckers
61bc90949b
- Blood: fixed super secret notification on the level summary screen.
2021-09-12 18:17:51 +02:00
Christoph Oelckers
0e82d75325
- SW: fixed recursive saving of panel sprites
2021-09-12 18:17:50 +02:00
Christoph Oelckers
bad57f6a5f
- clear pspAsArray at the beginning of a save/load operation, not at the end.
...
If done at the end it may leave behind some stale data if saving or loading fails for some reason.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
e13426ec6e
- SW: avoid crashing when unwinding from a savegame loading error.
...
The linked list may be incomplete in this case.
Also kept the macro unmangling done to debug this code.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
3c3da13d3f
- fixed seqKill actor variant.
2021-09-12 18:17:27 +02:00
Christoph Oelckers
fefc9e91da
- rename weaponhit to DDukeActor.
...
Just make do with one name instead of aliasing it.
2021-08-30 08:12:39 +02:00
Christoph Oelckers
2b6bc414f5
- Duke: fixed a few places using a sprite index where a player index is needed.
2021-08-30 08:08:33 +02:00
Christoph Oelckers
0bd0923f44
- cleaned up some dirty code.
2021-08-30 08:07:40 +02:00
Christoph Oelckers
07eda3cb4a
- Duke: don't process input when not in a game.
2021-08-30 08:06:26 +02:00
Christoph Oelckers
bac1480997
- Blood: fixed use of bad index variable in condCheckSector
2021-08-28 18:00:13 +02:00
carnivoroussociety
deefbcf431
Use PlayerName()
2021-08-28 16:46:01 +10:00
carnivoroussociety
2b44f8e79d
Carry over team flag fix from nblood
2021-08-28 16:46:01 +10:00
carnivoroussociety
049665e03e
Fixed bug collecting lifeleech with ignited tnt/spray
2021-08-28 16:46:01 +10:00
Mitchell Richters
2fbfa82fe8
- Blood: Add interpolated weapon QAVs to WeaponInit()
and WeaponPrecache()
functions.
2021-08-28 16:43:17 +10:00
Mitchell Richters
726edc199e
- Blood: Add SetQAV()
static function to abstract away from directly setting the player's weaponQav
variable to allow us to properly reset the framerate QAV timer values to 0 as well.
2021-08-28 16:43:17 +10:00
Mitchell Richters
3c09f41b43
- Blood: Use more precision for flicker, quake and tilt effects.
2021-08-28 16:43:16 +10:00
Christoph Oelckers
dc0d201275
- Blood: added serialization for the tracking conditions array.
2021-08-27 18:23:04 +02:00
Mitchell Richters
656ec8ef06
- Blood: Apply a slightly better fix for the akimbo shotgun animation kQAV2SHOTF2
(res_id: 61).
...
* The issue here is that `pPlayer->weaponTimer` reaches 0 before the animation plays out. This is because the QAV timer has its own ticrate independent of the game's timer.
* A workaround like this is still the best approach for now as its not easily possible to remove `weaponTimer` within the game without messing up the trigger system that runs at ticrate.
2021-08-27 22:18:57 +10:00
Christoph Oelckers
f3e10a595d
- Blood: fixed pod fireballs not exploding.
...
Looks like something went wrong with cleaning out the broken code that once was here.
2021-08-27 13:25:01 +02:00
Christoph Oelckers
e010dce812
- Blood: fixed occasionally disappearing sprites when hitting something with the tesla gun.
2021-08-26 09:31:32 +02:00
Christoph Oelckers
9b061f9829
- Blood: fixed crash with Gargoyle projectiles.
...
Thanks, MSVC, for not warning about this... :(
2021-08-26 08:18:24 +02:00
Christoph Oelckers
1fbaeceada
- Blood: avoid double free of sprites.
...
This happened to me once in Death Wish.
2021-08-26 08:18:23 +02:00
carnivoroussociety
03e6bb3696
Skip CheckProximityWall when newSectCheckMethod is set
...
Fixes edge case where CheckProximityWall misses
2021-08-26 08:02:11 +02:00
Mitchell Richters
6d06f063f6
- Blood: Directly use the incoming loopable
bool from gi->AddQAVInterpProps()
in the QAVInterpProps
struct.
...
* During the initial implementation, there were more flags than this single one. I don't foresee any further flags coming so lets go for cleaner code.
2021-08-26 11:20:26 +10:00
Christoph Oelckers
c80831555c
- Blood: fixed broken missile collision checks.
...
Curse that stupid bit masking madness in clipmove. As long as this code isn't properly abstracted, we still need to handle it on the game side.
2021-08-25 08:47:40 +02:00
Christoph Oelckers
0cad0b9258
- reformatting the mess created by TortoiseMerge.
2021-08-25 08:46:31 +02:00
Christoph Oelckers
c288de920d
- Blood: don't abort the INI scanner if it finds a file with resource file index 0.
...
0 is also used for on-the-fly addition of data to the file system, so this must run through the entire directory to be safe.
2021-08-24 18:40:29 +02:00
Christoph Oelckers
90b7524706
- SW: fixed episode indexing resulting in bad display on the automap.
2021-08-24 09:57:36 +02:00
Mitchell Richters
5a32000d1e
- Blood: Interpolate the alpha and shade values when interpolating QAVs.
2021-08-24 10:07:58 +10:00
Mitchell Richters
b1fa923f02
- Blood: Re-organise QAVInterpProps
struct so that when statically declaring forcedinterpdata
, only the required value needs passing.
2021-08-24 10:06:54 +10:00
Mitchell Richters
542f005565
- Blood: Fixed weapon switching while using Voodoo Doll playing its idle animation.
...
* Fixes #517 .
2021-08-24 07:25:52 +10:00