Commit graph

13374 commits

Author SHA1 Message Date
Christoph Oelckers
90702ae2f5 - consolidated the animwall code by using texture flags.
This is way too hacky for generalization. For that newly defined control actors are surely a better option.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
bfdfff7a42 - named all of SW's breakable wall textures.
We need this later when these get exported.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
b980789ddf - skip switch animation checks for custom switch actors. 2022-12-29 14:01:39 +01:00
Christoph Oelckers
95a2b85fae - migrated the rest of the switch code to use the external data. 2022-12-29 13:35:21 +01:00
Christoph Oelckers
0c0199fbdc - same procedure for wall switches 2022-12-29 13:33:02 +01:00
Christoph Oelckers
d9122a0482 - split out the sprite switch toggle handler into a common subfunction using the switch definitions. 2022-12-29 13:33:02 +01:00
Christoph Oelckers
4191a9493a - split RRRA's tag10000specialswitch into a subfunction.
Unfortunately I have no idea where this gets used so it's untested for now.
2022-12-29 13:33:02 +01:00
Christoph Oelckers
97a5fc2948 - did a clean reimplementation of resetswitch. 2022-12-29 13:33:02 +01:00
Christoph Oelckers
9bc0a43028 - fixed lookup for tile aliases pointing to non-existent tiles. 2022-12-29 13:33:02 +01:00
Christoph Oelckers
564e9d2905 - use switch types to cut doen the first switch/case block in checkhitswitch 2022-12-29 13:33:01 +01:00
Christoph Oelckers
808fb3c433 - simplified several switch check blocks using the data from the definition files. 2022-12-29 13:32:30 +01:00
Christoph Oelckers
2386ea9930 - implemented the 3 special switches
That's the developer commentary icon in World Tour, the deactivation switch for the chicken processing plant in RR and one shootable alarm bell in RRRA.
2022-12-29 13:32:30 +01:00
Christoph Oelckers
0d9fe83cba - implemented the switch parser and set up the external definitions. 2022-12-29 13:32:29 +01:00
Mitchell Richters
22f5c69b4c - Duke: Fix bad checkaccessswitch_*() calls.
* Fixes #815.
2022-12-29 22:45:36 +11:00
Mitchell Richters
e528c3fbb8 - SW: Repair whoopsie in BunnyCheat(). 2022-12-29 21:50:29 +11:00
Mitchell Richters
1d69ebe9b0 - Duke: Ensure that the expander hitscans when autoaim is "hitscan only".
* Fixes #827.
2022-12-29 21:17:41 +11:00
Mitchell Richters
fbee05e760 - SW: Restore two original cheat codes lost long ago.
* Fixes #810.
2022-12-29 20:59:19 +11:00
Mitchell Richters
9d5bae0c8e - SW: Fix clipmove call within DoPlayerMoveVehicle().
* Originating from 05ad1e38e9.
* Fixes #829.
2022-12-29 20:32:58 +11:00
Mitchell Richters
ca2a427379 - SW: Re-add CVAR_SERVERINFO back to sw_ninjahack but leave commented out, it may be needed later. 2022-12-29 19:41:41 +11:00
Mitchell Richters
6065140f68 - SW: Remove CVAR_SERVERINFO flag from sw_ninjahack and take them out of the global space. 2022-12-29 19:36:18 +11:00
Mitchell Richters
b0b2f1bf1b - SW: Only bring the weapon back up after doing chops if not on a vehicle with a weapon. 2022-12-29 19:25:17 +11:00
Mitchell Richters
c240c8e6ee - SW: Fix two bad calls to pushmove() where a fixed point adjustment was used.
* Came in from 3ac4e7ed2d.
* Fixes #816.
2022-12-29 19:02:56 +11:00
Mitchell Richters
dcd0e62466 - SW: Remove call to doYawKeys() from DoPlayerDeathFollowKiller(). 2022-12-29 14:35:42 +11:00
Mitchell Richters
96e8565ba7 - Blood: Reset player's render angle state only for the console player. 2022-12-29 14:35:42 +11:00
Mitchell Richters
572ec96467 - SW: Reset player's render angle state only for the console player. 2022-12-29 14:35:41 +11:00
Mitchell Richters
7593114fc7 - SW: Tidy up UpdatePlayerSprite() a bit. 2022-12-29 14:35:41 +11:00
Mitchell Richters
774c7795b1 - SW: Apply same fix to DoPlayerClimb(). 2022-12-29 14:35:38 +11:00
Mitchell Richters
7e1e447f98 - SW: Apply same fix to DoPlayerFly(). 2022-12-29 14:27:59 +11:00
Mitchell Richters
09304ef298 - SW: Fix player diving height issues.
* Fixes #822.
2022-12-29 14:27:59 +11:00
Mitchell Richters
6c7797a9f0 - SW: Clean up some noisy commented out calls to DoPlayerHeight(). 2022-12-29 13:50:27 +11:00
Rachael Alexanderson
6b8bdcc449 - fix math error on ARM architectures 2022-12-28 02:07:10 -05:00
Mitchell Richters
adc2396f31 - Duke: Extend fix from previous commit to appropriately resize the VMValue array also. 2022-12-24 15:41:37 +11:00
CandiceJoy
a943652799 Fixed a Mac debug build crash where CallAnimate attempted to pass one too many parameters to the VM. 2022-12-23 10:38:59 +01:00
Mitchell Richters
0b3076d2b4 - SW: Fix PreMapCombineFloors() setup due to player actor not yet being initialised.
* Fixes #804.
2022-12-23 19:18:08 +11:00
Mitchell Richters
4890f1d9dc - SW: Adjustments to the death height code on the back of the last commit. 2022-12-23 19:18:07 +11:00
Mitchell Richters
5f1581be9d - SW: Rework the player's height adjustment to use the pos.Z setter from during the refactor.
* I tried to get smart during the refactor when I should have kept it simple.
* Fixes #813.
2022-12-23 19:18:07 +11:00
Kevin Caccamo
996e0ef6cf Attempt to fix #806
Default-initialize TilesetBuildInfo `info`.
Also, make every function in defparser.cpp static except for loaddefinitionsfile, since that's the only function which is called from other source files.
2022-12-22 22:14:13 +01:00
Christoph Oelckers
c7e25726c1 - use memset to clear 'gs' in loadconst.
MSVC compiled the old assignment to memsetting a local copy and then memcpying it to the destination, but this struct is far too large for that and was causing occasional stack errors when debugging.
2022-12-20 12:44:34 +01:00
Christoph Oelckers
ab97f00cd1 - delete entry for Vulkan's natvis file from project 2022-12-18 19:40:27 +01:00
Christoph Oelckers
ef7c72ce9f - Blood: add all statically stored EventObjects to the GC processor. 2022-12-18 17:54:54 +01:00
Christoph Oelckers
b1e2b2addf - backend cleanup from GZDoom. 2022-12-18 16:31:50 +01:00
Christoph Oelckers
d7da983c5e - removed Vulksn SDK from main source folder.
This is now part of ZVulkan.
2022-12-18 16:27:24 +01:00
Christoph Oelckers
e3d16d254d - fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
All this tells is that the gameplay was halted. Sound was not stopped when the user either minimized or tabbed away in the in-game menu.

This commit had to be reapplied because it got lost in a backend update.
2022-12-18 15:28:17 +01:00
Christoph Oelckers
21d4aae182 - fixed lookup for tile aliases pointing to non-existent tiles. 2022-12-18 15:19:35 +01:00
Christoph Oelckers
8c41294cb0 - overpicnum lightening.
Especially make sure that it is never set to tile 0. There seems to have been some undefined behavior here treating 0 as 'no texture', but doing so inconsistently.
2022-12-18 15:13:22 +01:00
Christoph Oelckers
837e4d1438 - eliminated many uses of wallpicnum.
The ones left require a bit more work on the data first.
2022-12-18 15:11:08 +01:00
Christoph Oelckers
ffb471666d - moved the access switch handlers out of checkhitswitch_*. 2022-12-18 15:08:27 +01:00
Christoph Oelckers
79c91b2538 - only write special texture properties if they are being defined. 2022-12-18 15:06:20 +01:00
Christoph Oelckers
a9ea2cd5c0 - moved GetReservedScreenSpace function into the scripted status bar where it belongs.
Since this is supposed to return the height of the status bar, keeping it native is a bit pointless as it cannot be modified that way.
2022-12-18 14:47:38 +01:00
Mitchell Richters
b4f6ea6232 - Fix linking errors. 2022-12-18 14:47:32 +01:00