Mitchell Richters
e133985fa0
- Blood: Adjust sine wave in GetWaveValue
for 4th type to use full curve of the wave.
...
* Initial setup would cause a very abrupt stop when coming to the top of an elevator, such as the one in E1M5.
* This would continue for an abrupt fall, causing the floor to essentially give out underneath the player or a dude actor.
* Lengthened wave allows the wave to start off softly and finish softly, with the elevator fastest in the middle of motion.
* Fixes #778 .
2023-01-02 23:42:37 +11:00
Mitchell Richters
95f05d51c5
- Blood: Increase precision of values used within GetWaveValue()
.
2023-01-02 23:26:54 +11:00
Mitchell Richters
30cacb1a70
- Blood: Fix bad cherry pick in bcd2d82bc7
.
2023-01-02 19:33:51 +11:00
bcd2d82bc7
- Blood: Allow fire button to be used for tnt/spray throw
...
Prevent alt fire blocking fire button for tnt/spray can throwing
* Advised of fix to Raze here: https://github.com/nukeykt/NBlood/pull/654#issuecomment-1253886969
* Fixes #671 .
2023-01-02 19:24:38 +11:00
Mitchell Richters
c5f27f28b7
- SW: Tidy up the player sprite pos variable a little.
2023-01-02 17:06:01 +11:00
Mitchell Richters
577099284f
- SW: Increment PlayClock
at the end of the tic, not at the start.
2023-01-02 16:49:02 +11:00
Mitchell Richters
deef767c5d
- Blood: Fix some nullptr issues in checkHit()
and checkFloorHit()
.
...
* Fixes #834 .
2023-01-02 15:02:57 +11:00
Mitchell Richters
b03d674a74
- SW: Fix tank track velocity.
...
* Originating from 8efe6f638b
.
* Velocity was correctly floatified initially but because it was unwrapped, it never got adjusted for Q28.4 later on.
2023-01-02 14:41:43 +11:00
Mitchell Richters
56d9ccfc9c
- SW: Fix tank tracks not working.
...
* Originating from 0c146e7ccb
.
2023-01-02 14:39:43 +11:00
Mitchell Richters
7760eff4ba
- SW: Fix issue with RC tank in $seabase.
...
* Originated from 8efe6f638b
.
* I'm sure this was meant to be 0.05, but became 0.5 by mistake.
* Use something closer to `12800. / 262144.`.
* Fixes #831 .
2023-01-02 14:36:55 +11:00
Mitchell Richters
f431d51c2f
- SW: Add inertia correction to PlayerWarpUpdatePos()
.
...
* Warping between sectors such as the clouds in $volcano now maintains perfect velocity, etc.
2023-01-02 11:53:10 +11:00
Mitchell Richters
ac13bd81af
- Fix bad Z test in WarpPlane()
.
...
* Originates from incomplete change in 7eba7aacbd
.
* Fixes #832 .
2023-01-02 11:00:47 +11:00
Christoph Oelckers
c72f5e2242
- SW: SECT_WALL_MOVE must consider tilenum 0 as 'no change'.
2022-12-29 14:40:18 +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
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
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
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
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