Commit graph

1742 commits

Author SHA1 Message Date
Mitchell Richters
e972818db5 - Tidy up modern crosshair/weapon offset drawers. 2022-12-11 18:41:59 +01:00
Mitchell Richters
25de63ffb5 - Cleanup of render draw code to use new angle getter. 2022-12-11 18:41:59 +01:00
Mitchell Richters
599a375d67 - Rename DCoreActor::interpolatedangle() to DCoreActor::interpolatedyaw() 2022-12-11 18:41:59 +01:00
Mitchell Richters
abdeeac205 - Rework PlayerAngles::doViewPitch() to apply at ticrate like PlayerAngles::doViewYaw(). 2022-12-11 18:41:59 +01:00
Mitchell Richters
f9aeee5b4a - Split out view angle stuff out of PlayerAngles::applyYaw() into PlayerAngles::doViewYaw().
* Do all the view angle stuff as interpolated changes in the playsim as well, there's no need for these to be done at ticrate.
2022-12-11 18:41:59 +01:00
Mitchell Richters
d7d76d5fc4 - Move all PlayerAngles view angle properties into new DRotator objects. 2022-12-11 18:41:58 +01:00
Mitchell Richters
175b182805 - Invert rotscrnang so it rolls forward, consistent with all other angles. 2022-12-11 18:41:58 +01:00
Mitchell Richters
630c10856e - Re-write PlayerAngles scaled adjustment methods. 2022-12-11 18:41:58 +01:00
Mitchell Richters
aa868232c8 - Clean up all previously annotated angle/yaw checks. 2022-12-11 18:41:58 +01:00
Mitchell Richters
01d9877c8c - Blood: Repair synchronised input interpolation issues following changes. 2022-12-11 18:41:58 +01:00
Mitchell Richters
850c988dfa - Wrap access to previous yaw. 2022-12-11 18:41:57 +01:00
Mitchell Richters
be466fec8d - Wrap access to current yaw. 2022-12-11 18:41:57 +01:00
Mitchell Richters
15f1d89855 - Wrap access to current pitch. 2022-12-11 18:41:56 +01:00
Mitchell Richters
60a97f781e - Add DCoreActor pointer as PlayerAngles::pActor, setting and nulling where the player's actor is set. 2022-12-11 18:41:56 +01:00
Mitchell Richters
b9f5bb71cc - Merge PlayerHorizon and PlayerAngle structs into PlayerAngles struct. 2022-12-11 18:41:56 +01:00
Mitchell Richters
d75ac9e445 - Rename PlayerAngle prototypes in preparation for replacement work. 2022-12-11 18:41:56 +01:00
Mitchell Richters
353c2a20fd - Rename remaining PlayerAngle methods. 2022-12-11 18:41:55 +01:00
Mitchell Richters
f305fbb370 - Rename PlayerAngle getters in preparation for replacement work. 2022-12-11 18:41:55 +01:00
Mitchell Richters
a061f2baef - Rename PlayerAngle::spin to its destined final name. 2022-12-11 18:41:55 +01:00
Mitchell Richters
7d34288290 - Rename PlayerAngle::rotscrnang in preparation for replacement work. 2022-12-11 18:41:55 +01:00
Mitchell Richters
50cf22ec53 - Rename PlayerAngle::oang in preparation for replacement work. 2022-12-11 18:41:55 +01:00
Mitchell Richters
bd063de5f5 - Rename PlayerAngle::ang in preparation for replacement work. 2022-12-11 18:41:54 +01:00
Mitchell Richters
d810afa2e9 - Rename PlayerHorizon prototypes in preparation for replacement work. 2022-12-11 18:41:54 +01:00
Mitchell Richters
9ab8db04db - Rename remaining PlayerHorizon methods. 2022-12-11 18:41:54 +01:00
Mitchell Richters
3758d93ad8 - Rename PlayerHorizon getters in preparation for replacement work. 2022-12-11 18:41:54 +01:00
Mitchell Richters
216fad7e18 - Rename PlayerHorizon::horizoff in preparation for replacement work. 2022-12-11 18:41:53 +01:00
Mitchell Richters
401a829d54 - Rename PlayerHorizon::horiz in preparation for replacement work. 2022-12-11 18:41:53 +01:00
Mitchell Richters
110cc5149d - Annotate all sprite angles that are being set as the player angle to review later.
* Once the angles between player and sprite have been unified, these will be much harder to identify.
2022-12-11 18:41:53 +01:00
Mitchell Richters
2e0b9490e1 - Change spritetypebase::angle to a DRotator named Angles.
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
f103e33300 - fixed code up to the point where everything compiles again. Duke sounds are currently non-functional.
All Duke script code has been changed to use strings as sound names now, just like GZDoom these will be looked up at compile time.
Original Duke sound indices still exist but are now being managed as resource IDs, not sound engine indices anymore.
2022-12-11 18:41:51 +01:00
Mitchell Richters
597b291252 - Blood: Fix gi->WarpToCoords() that messed up the Z. 2022-12-11 18:41:51 +01:00
Mitchell Richters
397acfa242 - Blood: Migrate to new actor viewzoffset property (sort of).
* The way this game does it player Z in a distinct variable needs to be maintained as it's impossible to maintain proper Z velocities when trying to do without it.
2022-12-11 18:41:50 +01:00
Mitchell Richters
e55412f240 - Remove DCoreActor::ZeroVelocity(). 2022-12-11 18:41:45 +01:00
Mitchell Richters
39d1a758ed - Remove DCoreActor::ZeroVelocityXY(). 2022-12-11 18:41:44 +01:00
Mitchell Richters
f524abdf47 - Blood: Utilise new weapon drawing offsets from the backend. 2022-12-11 18:41:37 +01:00
Mitchell Richters
ef52694365 - Improved crosshair drawing that factor's in look_ang better I've had stashed away for a little bit. 2022-11-30 10:03:52 +01:00
Christoph Oelckers
ed4f49ac86 - fixed sound code for backend update. 2022-11-24 17:46:39 +01:00
Christoph Oelckers
c69e86d119 - Blood: unlimited the tracking conditions. 2022-11-16 11:55:41 +01:00
Christoph Oelckers
ef54579104 - Blood: updated nnexts with the parts not related to the condition rewrite. 2022-11-16 11:14:31 +01:00
Christoph Oelckers
e776e76ebf - Blood: applied all changes outside of nnexts.cpp from the latest modern update. 2022-11-16 07:53:21 +01:00
Christoph Oelckers
42e02d2956 - eliminated firstWall as well. 2022-11-15 15:44:33 +01:00
Christoph Oelckers
5798fa067f - cleaned up all -> accesses through firstWall(). 2022-11-15 15:33:35 +01:00
Christoph Oelckers
af60408e63 - sector wall access cleanup.
lastWall was only used twice and firstWall() + index can be done better now.
2022-11-15 15:31:52 +01:00
Christoph Oelckers
7d9a4ea70d - eliminated wallsofsector. 2022-11-15 15:24:17 +01:00
Christoph Oelckers
bfae5ce1bc - use a TArrayView to store the wall references in a sector.
This is a lot more scripting friendly than hacking around the indices.
2022-11-15 14:53:39 +01:00
Christoph Oelckers
c23db8ea35 - wrapped all reads of sectortype::wallnum and renamed all other wallnum variables. 2022-11-15 12:21:21 +01:00
Christoph Oelckers
b7a7584059 - renamed wallnum and sectnum functions.
These were creating a lot of search noise because local variables had the same name.
2022-11-15 12:03:44 +01:00
Christoph Oelckers
f7a2fd29ba - Blood: fixed incorrect underwater movement speed
The 'posture == 1' case has gotten lost while consolidating the redundant code.
2022-11-12 10:19:15 +01:00
Christoph Oelckers
ac4be79e96 - implemented cl_weaponswitch for Duke. 2022-11-12 09:34:08 +01:00
Christoph Oelckers
3444991e4e - fixed VSpriteBusy coordinate adjustment. 2022-11-07 10:31:10 +01:00