Christoph Oelckers
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c848518746
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- use actor parameter in all calls to aiGenDudeNewState.
# Conflicts:
# source/games/blood/src/aiunicult.cpp
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2021-10-12 19:23:22 +02:00 |
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Christoph Oelckers
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062b3dbf76
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- route all access to genDudeExtra through the method in DBloodActor
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2021-10-12 19:23:21 +02:00 |
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Christoph Oelckers
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351dabdb90
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- actFireMissile.
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2021-10-10 22:36:12 +02:00 |
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Christoph Oelckers
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c485fce958
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- reformatted the actor and ai sources.
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2021-10-10 11:47:18 +02:00 |
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Christoph Oelckers
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0ee81b2bb8
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- refactored the remaining pieces in the ai code to use actors.
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2021-10-10 11:47:18 +02:00 |
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Christoph Oelckers
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62502439d7
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- eliminated HITINFO.hitsprite.
This was one of the more annoying sprite index variables because it is part of static global data.
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2021-10-09 23:09:09 +02:00 |
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Christoph Oelckers
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f712a674ce
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- removed the few remaining uses of actDamageSprite_.
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2021-10-09 23:09:08 +02:00 |
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Christoph Oelckers
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3ab636a13a
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- sfxPlay3DSound calls partially migrated.
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2021-10-09 23:09:08 +02:00 |
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Christoph Oelckers
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b8d55feb1e
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- actor parameter substitution and a few bad constants.
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2021-10-09 23:08:44 +02:00 |
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Christoph Oelckers
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fbae41ee0a
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- renamed the sprite variant of aiDamageSprite.
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2021-10-09 23:08:43 +02:00 |
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Christoph Oelckers
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44b0e59127
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- aiProcessDudes and aiInitSprite done, completing the main pass over ai.cpp.
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2021-10-09 23:08:43 +02:00 |
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Christoph Oelckers
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fe92188b0c
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- removed the dudeIsPlayingSeq variant taking a sprite parameter.
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2021-10-09 23:03:09 +02:00 |
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Christoph Oelckers
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61d9cd1b17
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- switched all aiPlay3DSound calls to use actors.
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2021-10-09 23:02:40 +02:00 |
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Christoph Oelckers
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c8501f8ea6
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- refactored aiSetTarget
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2021-10-07 22:54:18 +02:00 |
|
carnivoroussociety
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8dbd0f10d3
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Refactored DUDEEXTRA struct and correctly init state
# Conflicts:
# source/games/blood/src/aiboneel.cpp
# source/games/blood/src/aicerber.cpp
# source/games/blood/src/aigarg.cpp
# source/games/blood/src/aighost.cpp
# source/games/blood/src/aitchern.cpp
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2021-10-07 22:51:42 +02:00 |
|
Christoph Oelckers
|
8168c6f85c
|
- use the vel() wrappers in a few more places.
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2021-10-07 22:48:08 +02:00 |
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Christoph Oelckers
|
1732d206bd
|
- Blood: fixed flare gun no longer being able to set trees on fire.
Somehow a bad damage type got in here...
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2021-09-18 20:13:05 +02:00 |
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Christoph Oelckers
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90091965ba
|
- replaced most occurences of target_i in already refactored code.
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2021-09-17 20:49:27 +02:00 |
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Christoph Oelckers
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7a6629ce6a
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- renamed XSPRITE::target to target_i.
This is to make searching for it easier as 'target' is a very common word in the source.
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2021-09-17 20:49:26 +02:00 |
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Christoph Oelckers
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a79d362b40
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- dudeIsPlayingSeq + aiPlay3DSound.
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2021-09-17 20:49:26 +02:00 |
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Christoph Oelckers
|
00d0099333
|
- removed a few compatibility wrappers.
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2021-09-17 20:49:26 +02:00 |
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Christoph Oelckers
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6a1ffca34f
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- actCheckExplosion, removed array access from SEQ callbacks in actor.cpp and renamed the two which still had assembly names.
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2021-09-17 20:49:25 +02:00 |
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Christoph Oelckers
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663ecc79d1
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- actFireVector
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2021-09-17 20:49:25 +02:00 |
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Christoph Oelckers
|
d7078dda48
|
- actGetRespawnTime + actCheckRespawn.
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2021-09-17 20:49:25 +02:00 |
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Christoph Oelckers
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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.
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2021-09-17 20:49:05 +02:00 |
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Christoph Oelckers
|
4526f4149b
|
- actSpawnThing and actFireThing.
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2021-09-16 00:11:20 +02:00 |
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Christoph Oelckers
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c5d7455317
|
- actSpawnDude.
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2021-09-16 00:01:16 +02:00 |
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Christoph Oelckers
|
f3e10a595d
|
- Blood: fixed pod fireballs not exploding.
Looks like something went wrong with cleaning out the broken code that once was here.
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2021-08-27 13:25:01 +02:00 |
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Christoph Oelckers
|
e010dce812
|
- Blood: fixed occasionally disappearing sprites when hitting something with the tesla gun.
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2021-08-26 09:31:32 +02:00 |
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Christoph Oelckers
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9b061f9829
|
- Blood: fixed crash with Gargoyle projectiles.
Thanks, MSVC, for not warning about this... :(
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2021-08-26 08:18:24 +02:00 |
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Christoph Oelckers
|
1fbaeceada
|
- Blood: avoid double free of sprites.
This happened to me once in Death Wish.
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2021-08-26 08:18:23 +02:00 |
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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.
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2021-08-25 08:47:40 +02:00 |
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Christoph Oelckers
|
0cad0b9258
|
- reformatting the mess created by TortoiseMerge.
|
2021-08-25 08:46:31 +02:00 |
|
Christoph Oelckers
|
feb11a2f9a
|
- fixed one merge conflict that managed to slip through.
|
2021-08-23 19:24:56 +02:00 |
|
Christoph Oelckers
|
0e7c61dc33
|
- tabified code.
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2021-08-23 19:21:41 +02:00 |
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Christoph Oelckers
|
ac40e86ab2
|
- actSpawnSprite
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
|
2021-08-23 19:20:05 +02:00 |
|
Christoph Oelckers
|
ebdb4927cc
|
- got rid of a few sprite/xsprite references.
# Conflicts:
# source/games/blood/src/actor.cpp
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2021-08-23 19:19:36 +02:00 |
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Christoph Oelckers
|
2cfb4f908e
|
- actProcessSprites done.
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
|
2021-08-23 19:18:22 +02:00 |
|
Christoph Oelckers
|
7faebdcbf1
|
- first two loops of actProcessSprites split off and redone.
# Conflicts:
# source/games/blood/src/actor.cpp
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2021-08-23 19:15:18 +02:00 |
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Christoph Oelckers
|
ddcb12a8b2
|
- MoveMissile + actExplodeSprite.
# Conflicts:
# source/games/blood/src/actor.cpp
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2021-08-23 19:15:08 +02:00 |
|
Christoph Oelckers
|
29c2e68270
|
- tabified MoveDude
# Conflicts:
# source/games/blood/src/actor.cpp
|
2021-08-23 19:13:29 +02:00 |
|
Christoph Oelckers
|
8c01c363a9
|
- replaced remaining access to sprite[] and xsprite[] in processed code.
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
|
2021-08-23 19:13:28 +02:00 |
|
Christoph Oelckers
|
c1d52f7393
|
- replaced all occurences of gDudeExtra and moved that struct into DBloodActor.
# Conflicts:
# source/games/blood/src/ai.cpp
|
2021-08-23 19:13:28 +02:00 |
|
Christoph Oelckers
|
4fed1debe4
|
- moveDude part 1.
|
2021-08-23 19:13:28 +02:00 |
|
Christoph Oelckers
|
3aa9d6f8be
|
- MoveThing.
# Conflicts:
# source/games/blood/src/actor.cpp
|
2021-08-23 19:12:58 +02:00 |
|
carnivoroussociety
|
e74e581637
|
Fix issues with self collision on MoveMissile()
Only with new accurate clipmove() use
|
2021-08-23 18:40:38 +02:00 |
|
carnivoroussociety
|
72225c9b8c
|
Added various missing item/ammo types to common_game.h
Renamed kAmmoItemVoodooDoll->kItemAmmoVoodooDoll
Renamed kMissileFireballNapam->kMissileFireballNapalm
|
2021-08-22 17:49:02 +10:00 |
|
carnivoroussociety
|
44e6ccb3d4
|
Eliminate misused DemoRecordStatus usages
|
2021-08-21 20:29:01 +10:00 |
|
carnivoroussociety
|
28d7f0de58
|
Do not use accurate clipmove for flame missiles
Changes gameplay too much
|
2021-08-19 22:34:49 +10:00 |
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carnivoroussociety
|
6d4a3243b7
|
Lower flame damage if using accurate clipmove
The eduke clipmove will cause a higher hit %, lower all flame damage from 8->3 to compensate with overall higher sprite hit result
|
2021-08-19 22:18:52 +10:00 |
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