Christoph Oelckers
9ba03ac53f
- renamed yvel to yint in Duke.
...
It's never used as velocity, but as an auxiliary parameter so name it appropriately.
2022-10-14 23:17:45 +02:00
Christoph Oelckers
8f5340c3a7
- set_int_ang(...int_ang())
2022-10-13 00:59:02 +02:00
Mitchell Richters
478e7a6801
- Eliminate some TAngle floating point Build method usage.
2022-10-05 00:36:31 +02:00
Mitchell Richters
ad908719ec
- Remaining manual changes to replace player's ang
with DAngle
object.
2022-10-05 00:36:27 +02:00
Mitchell Richters
b23e77d9c7
- Replace player's ang
with DAngle
object.
...
* This commit does not build. Committed items are everything that's been done by find and replace.
* Next commit has hand-performed changes that are better separated out for clarity.
2022-10-05 00:36:27 +02:00
Christoph Oelckers
150ab95a3a
- set_int_ang in Duke.
...
Also changed SOUNDFX actor to use a different variable for its index.
2022-10-04 23:56:43 +02:00
Christoph Oelckers
735b9a8fed
- renamed ang to __int_angle
2022-10-04 23:56:42 +02:00
Christoph Oelckers
9392e31b33
- remove C-style struct parameters.
2022-10-04 18:44:16 +02:00
Christoph Oelckers
312ee075d2
- use wrapper functions for pos/opos where possible.
2022-10-02 20:46:58 +02:00
Christoph Oelckers
5f4c35e9aa
- renamed player_struct::pos
2022-10-02 20:46:58 +02:00
Mitchell Richters
4324f923bc
- Call updateTurnHeldAmt()
after doing the turn, not before it. This gives one tic more preamble.
2022-07-23 10:37:32 +10:00
Mitchell Richters
00e12ea031
- Remove some uses of xs_Float.h
functions in game-side code where overflow protection isn't needed.
...
* Went a little bit nuts and just used this everywhere back way back when.
2022-07-23 10:37:32 +10:00
Mitchell Richters
fd8c7bfa52
- Duke: Replace player_struct
poszv
with vel.Z
calls.
2021-12-30 23:00:41 +11:00
Mitchell Richters
b2ab64bb62
- Capitalise vec3_t
z
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
68e2691be7
- Capitalise vec3_t
y
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
c549cc5276
- Capitalise vec3_t
x
variable.
2021-12-30 09:57:02 +01:00
Mitchell Richters
118ceb18ca
- Capitalise vec2_t
y
variable.
2021-12-30 09:57:02 +01:00
Mitchell Richters
3c9cd926ba
- Capitalise vec2_t
x
variable.
2021-12-30 09:57:02 +01:00
Christoph Oelckers
55cb5aaac6
- global search & replace of ->s-> with ->spr.
...
This is the largest part of uses of DDukeActor's 's' pointer.
2021-12-30 09:56:56 +01:00
Christoph Oelckers
8606045689
- Duke: made gamevars type safe and capable of managing actor pointers.
...
Also a few unrelated changes needed to make it compile again.
2021-12-26 23:09:56 +01:00
Mitch Richters
c6774d5efd
- Duke/RR: Re-add micro-movement cancellation for RR's vehicles that was dropped in 466bc84697
.
2021-12-26 23:09:50 +01:00
Christoph Oelckers
d1f7269ca8
replaced cursectnum with a cursector pointer
2021-12-25 21:28:56 +01:00
Christoph Oelckers
312b1fd39f
- cursectnum first half
2021-12-25 21:28:55 +01:00
Christoph Oelckers
09c2677fe7
- lots of EGS calls.
2021-11-29 00:56:29 +01:00
Christoph Oelckers
dcccb0d653
- Duke: added [[fallthrough]] annotations wherever needed.
2021-11-29 00:55:29 +01:00
Mitch Richters
e491d15ff9
- Move InputScale()
out of inputstate.cpp and into i_time.cpp
as I_GetInputFrac()
to make it available to GZDoom for potential future requirements.
...
* As part of this, feed the output of `I_GetInputFrac()` to `gi->GetInput()` instead of having each game's virtual override calling it locally.
2021-11-29 00:55:01 +01:00
Christoph Oelckers
35b9318580
- Duke/RR: checked the rest of the code for shorts and replaced most local ones with ints.
2021-11-07 16:33:13 +01:00
Christoph Oelckers
9a1c80c464
- Duke: added a wrapper for player_struct::cursectnum to directly return the sector pointer.
...
This eliminates more than 10% of the existing direct references to the sector[] array.
2021-11-06 21:59:42 +01:00
Christoph Oelckers
389f760d45
- address C++20 deprecation warnings with enums in floating point arithmetic.
2021-11-02 23:32:31 +01:00
Mitch Richters
a1570c185f
- Duke: Remove posx
/posy
/posz
variables and replace with points in the previously unionised pos
vec3_t
variable.
2021-10-31 17:52:52 +11:00
Mitch Richters
b02a6a3ec9
- Replace MIN()
from templates.h
with version provided in STL.
2021-10-30 10:36:15 +02:00
Christoph Oelckers
57b638f26f
- use std::clamp instead of our homegrown version.
2021-10-30 10:35:00 +02:00
Christoph Oelckers
07eda3cb4a
- Duke: don't process input when not in a game.
2021-08-30 08:06:26 +02:00
Mitchell Richters
bcff74f5e4
Revert "- Duke: Restore a little bit of original code to make comparisons between us and the source easier."
...
This reverts commit 7607190dad
.
* Not good in hindsight... We need the actual value from the backend to ensure we can match up against `WeaponSel_Next`/`WeaponSel_Prev`/`WeaponSel_Alt` as required.
2021-07-17 22:42:58 +10:00
Mitchell Richters
7607190dad
- Duke: Restore a little bit of original code to make comparisons between us and the source easier.
2021-07-17 12:12:36 +10:00
Christoph Oelckers
cb2bc7967a
- fixed the remaining warnings.
2021-05-12 21:50:01 +02:00
Mitchell Richters
93edeac791
- Clean-up of input functions.
...
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
2021-04-21 20:41:04 +10:00
Mitchell Richters
2f696e1a95
Merge branch 'master' into newrenderer
2021-04-19 20:50:37 +10:00
Mitchell Richters
de06030ea0
- gameinput.cpp: Make sethorizon()
, applylook()
and calcviewpitch()
class functions of PlayerHorizon
and PlayerAngle
where appropriate.
2021-04-19 20:50:10 +10:00
Mitchell Richters
4eaf05d95e
- Duke: Fix bad vehicle speed clamp change from e79c6bacd3
.
...
- Fixes #325 .
- 🤦
2021-04-19 19:33:13 +10:00
Christoph Oelckers
dc8b72b2ce
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/games/duke/src/actors.cpp
# source/games/duke/src/hudweapon_d.cpp
# source/games/duke/src/hudweapon_r.cpp
# source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00
Christoph Oelckers
96d78ab9e6
- made DukeActor::s a pointer.
...
As a reference we would never be able to export this to scripting
2021-04-15 19:21:43 +02:00
Mitchell Richters
e79c6bacd3
- Duke: Clamp RRRA vehicle input in processVehicleInput()
.
2021-04-15 18:59:07 +10:00
Mitchell Richters
6cebd7fca2
Merge branch 'master' into newrenderer2
2021-04-15 18:01:26 +10:00
Mitchell Richters
aeb16e390c
- Duke: Add resurrected
flag to handle resurrection via cheating or when pissing in RR.
2021-04-15 18:00:58 +10:00
Mitchell Richters
f254eeb465
- binaryangle.h: Remove lookangle
class and replace use with binangle
.
...
* Added in fca846272e
to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.
2021-04-11 15:45:53 +10:00
Mitchell Richters
9c01bde44e
- gameinput.cpp: Block player input within sethorizon()
and applylook()
if target for each has been set by the ticker.
...
* Stops players having the ability to provide input and fight the system trying to set an input.
2021-04-02 22:47:19 +11:00
Mitchell Richters
029f8807df
- Make 360. / 2048.
a constant expression and replace all uses throughout code.
2021-04-01 10:42:22 +11:00
Mitchell Richters
2396179dfc
- Replace mulscale##()
calls with MulScale()
from common.
...
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
22f28477e4
- Duke: Revert backing up of sprite's ang
to tempang
from be12da6bfb
and subsequent interpolation of sprite's ang in 21da658617
and directly update the sprite's angle in gi->GetInput()
like the other games.
...
* Fixes #251 .
2021-01-04 08:49:57 +11:00