Commit graph

2991 commits

Author SHA1 Message Date
Simon
9eb86eaa40 Added 6DoF weapons to all the other game modes 2023-02-09 23:04:41 +00:00
Simon
82b83af956 True 6DoF weapons and aiming crosshair (Duke Only) 2023-02-08 22:48:47 +00:00
Simon
00d07de8a7 Update menu in pk3
remove warning about positional tracking issues (thanks to Mitch fixing it in Raze upstream)
Ensure SW pitch is set correctly
2023-02-06 21:43:31 +00:00
Simon
4012183cf1 Merge remote-tracking branch 'upstream/master' 2023-02-04 14:33:56 +00:00
Mitchell Richters
991ef5c27f - Minor input tidy-up. 2023-02-04 17:05:18 +11:00
Simon
159c316ebb Merge remote-tracking branch 'upstream/master' 2023-01-29 19:18:17 +00:00
Christoph Oelckers
4328016963 - move the remaining parts of spawninitdefault to DukeActor::Initialize.
This ensures proper execution of all code - spawninitdefault was designed to be the fallback for actors without a special case in spawninit.
2023-01-28 16:33:35 +01:00
Christoph Oelckers
38b278b12d - fixed enemy setup.
All enemies now run a native init function to reduce script-induced problems.

this required adding a NOGRAVITY flag so that the recon can use the same code as well which was the only enemy relying on custom code.
2023-01-28 16:33:15 +01:00
Christoph Oelckers
0db441accb - scriptified the native parts of the powder keg.
This was the last remaining actor with its own native ticking part.
2023-01-28 16:31:46 +01:00
Christoph Oelckers
9f01c87ccb - scriptified the native part of FireflyFlyingEffect. 2023-01-28 16:31:45 +01:00
Christoph Oelckers
9783b8c402 - scriptified World Tour's flamethrowerflame.
The first of 3 mixed native/CON items which are the last things remaining in the main thinker loops.
2023-01-28 16:31:45 +01:00
Simon
42f29bd4bb Merge remote-tracking branch 'upstream/master' 2023-01-27 09:33:18 +00:00
Christoph Oelckers
81f6899e72 - C++20 constant fixes.
Use of enums is deprecated in floating point calculations.
2023-01-21 10:34:44 +01:00
Simon
e248c158a8 Merge remote-tracking branch 'upstream/master' 2023-01-16 21:16:26 +00:00
Christoph Oelckers
bb7f00988a - give Blood's sounds well defined names so they can be defined via SNDINFO. 2023-01-15 16:15:28 +01:00
Christoph Oelckers
841402a776 - allow setting loop points for WAV sounds or other simple formats. 2023-01-15 15:19:21 +01:00
Christoph Oelckers
f1c3a6548f - use backend pitch features for Duke instead of replicating them on the game side. 2023-01-15 13:18:54 +01:00
Christoph Oelckers
ad0bff921b - allow setting Duke's relevant sound properties through SNDINFO. 2023-01-15 11:54:24 +01:00
Christoph Oelckers
8001c4041f - Duke: fixed hitscan vector for pistol's aim check. 2023-01-14 16:48:28 +01:00
Christoph Oelckers
97f14c0e0e - Duke: fixed projectile offsetting for BOSS2 and BOSS3 2023-01-14 11:53:13 +01:00
Simon
4b2b6da3da
Merge branch 'ZDoom:master' into master 2023-01-13 23:41:41 +00:00
Simon
91ede1126f Initial commit of update to Raze mazter
All prior changes can be found on the (will be published in the future) RazeXR repo
2023-01-13 23:41:22 +00:00
Mitchell Richters
62c6131901 - Duke: Make screen backdrop setup the same as the other games. 2023-01-13 11:06:42 +11:00
Mitchell Richters
8ef7e0e4f3 - Duke: Only draw the screen border when the viewport isn't 100%. 2023-01-13 08:56:12 +11:00
Mitchell Richters
c606fc11da - Add call to resetForcedSyncInput() for all games.
* Blood was missing it.
* If it's pre-added to all games, it never needs thinking about.
2023-01-12 18:59:32 +11:00
Christoph Oelckers
532f994ccb - RR: stop the bowling pins' tumbling animation when they come to a rest.
Fixes an original RR bug.
2023-01-08 18:46:42 +01:00
Christoph Oelckers
ff33dd7188 - Duke: fixed bad surface check.
Surfaces are not bit flags, they are values.
2023-01-08 18:32:38 +01:00
Christoph Oelckers
1e3a285534 - Duke: fixed access card activation delay. 2023-01-08 10:34:14 +01:00
Mitchell Richters
9a27cf025f - Duke: Fix bad setup for stopping Duke's scream when putting the jetpack on. 2023-01-06 22:17:14 +11:00
Mitchell Richters
5e2991acc7 - Duke: Additional fixes for alterang().
- Initial issue started in 3c1970e9e0.
- Fix in 4f59e8a3d1 was partial and not enough.
- Ensure delta angle is absolute in if statements as required, but don't use absangle as we need to apply the true delta in the last conditional.
- Fix incorrect random angle addition as compared to older source.
- Fixes #735.
2023-01-06 21:39:55 +11:00
Mitchell Richters
ba364a1cb6 - Duke: Fix automap sprite angle which was not right with unsynchronised input. 2023-01-05 21:00:31 +11:00
Mitchell Richters
a93342df85 - Duke: Only store one VMValue member on the stack in CallInitialize(). 2023-01-05 20:56:04 +11:00
Christoph Oelckers
220c1f0e76 - make sure the RPG's start spund plays.
This fix is just a temporary workaround due to the incomplete scriptfication
2023-01-04 20:20:10 +01:00
Christoph Oelckers
d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Christoph Oelckers
f5e9e7d981 - got rid of most remaining references to wallpicnum and overpicnum.
What remains now needs changing the variables to texture IDs first.
2022-12-29 14:14:53 +01:00
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
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
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
1d69ebe9b0 - Duke: Ensure that the expander hitscans when autoaim is "hitscan only".
* Fixes #827.
2022-12-29 21:17:41 +11:00
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