Commit Graph

12646 Commits

Author SHA1 Message Date
Christoph Oelckers 03da2011b6 - array cleanup in spawn.cpp. 2020-10-24 07:34:54 +02:00
Christoph Oelckers d237471b79 - DoActor cleanup.
Using pointers instead of repeated array accesses now.
2020-10-24 07:25:25 +02:00
Christoph Oelckers 00b8a75de4 - made cheatGod function less ugly. 2020-10-24 07:19:53 +02:00
Christoph Oelckers 8868be659f - make snd_speech toggle work in SW. 2020-10-23 22:53:02 +02:00
sinisterseed f78d9fb770 - marked most of Wang's speech lines to be used with the "Player Speech" toggle. 2020-10-23 22:38:57 +02:00
Christoph Oelckers 46d90f5d49 - clearcamera and ssp. 2020-10-23 22:37:38 +02:00
Mitchell Richters be21cb0602 - Duke: Fix `give` CCMD to ensure it works after being resurrected from the dead via god cheat.
* Extension to 63cb7dd2bd.
2020-10-22 20:18:41 +11:00
Mitchell Richters f46d9499a5 - Duke (RR): Adjust when to call `DrawWeaponBar()` within `Statusbar()`.
* Partially addresses #1 of https://forum.zdoom.org/viewtopic.php?f=340&t=70284.
2020-10-22 19:54:39 +11:00
Mitchell Richters e63f5e1ae7 - Duke (RR): Fix bad text setup in `DrawWeaponBar()`.
* Fixes #2 of https://forum.zdoom.org/viewtopic.php?f=340&t=70284.
2020-10-22 19:40:39 +11:00
Mitchell Richters d90badef6f - Exhumed: Amend b6ec41e2b1 to ensure next/prev weapon is actually available before trying to switch to it.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70266.
2020-10-22 19:30:04 +11:00
Christoph Oelckers e702a13ef4 - close the quickload and quicksave confirmation screens after selection.
Fixes #139
2020-10-22 01:01:28 +02:00
Mitchell Richters c98f7ac491 - gameinput.cpp: Don't set a target when serialising `PlayerHorizon` struct.
* Fixes #131.
2020-10-22 09:41:21 +11:00
Mitchell Richters 63cb7dd2bd - Duke: Fix rotscrnang locked when reviving player after death via `DNKROZ` cheat.
* Fixes #138.
2020-10-22 09:21:35 +11:00
Christoph Oelckers 9440bc0c6d - avoid using ptrdiff_t in templated contexts.
Some systems map this to 'long' instead of 'long long' and not everything provides handlers for this type.
2020-10-21 19:19:45 +02:00
Christoph Oelckers 9cdaaff42b - migrated EGS and deletesprite to new actor interface.
Inline wrappers for old code exist.
The backupplayer inline was moved into player.cpp because that's the only place it gets used.
2020-10-21 19:14:41 +02:00
Christoph Oelckers b8b79b6fa9 - renamed a few things. 2020-10-21 18:42:47 +02:00
Christoph Oelckers b1f2475230 - serialize null pointers correctly. 2020-10-21 16:31:18 +02:00
Christoph Oelckers 6f4a0c94e8 - something on player is now a pointer as well 2020-10-21 16:31:18 +02:00
Christoph Oelckers 72329eb01b - wackedbyactor, too. 2020-10-21 16:31:18 +02:00
Christoph Oelckers e94274a543 - holoduke_on is now a pointer as well. 2020-10-21 16:31:18 +02:00
Christoph Oelckers d7604a3160 - made on_crane a pointer as well. 2020-10-21 16:31:17 +02:00
Christoph Oelckers 7c88de0b42 - made player.actorsqu a pointer and added the needed infrastructure for that. 2020-10-21 16:31:17 +02:00
Christoph Oelckers 39c154dc15 - fixed compile errors 2020-10-21 16:31:17 +02:00
Christoph Oelckers 8aca0774dc - adding more helper wrappers. 2020-10-21 16:31:17 +02:00
Christoph Oelckers 0f2c19522e - defined the iterators. 2020-10-21 16:31:17 +02:00
Christoph Oelckers 78afb67c7f - setup for Duke actor data transition to something more scripting friendly.
The main problem here is that there's two data arrays representing an actor - sprite and hittype and the engine only uses indices for reference.
By setting up hittype to contain a sprite reference, the function and iterator interface can be rewritten to use a single pointer instead to represent an actor.
The main objective is to reduce the number of accesses to the global arrays which constitute the biggest refactoring blocker.
2020-10-21 16:31:17 +02:00
Christoph Oelckers 05c095e448 - fixed parameter ordering for WW2GI's change weapon event call.
This happens when variables are ambiguously named... :?
2020-10-21 07:31:21 +02:00
Christoph Oelckers 99e3eeb19e - split up shoot_r as well and consolidated both blood splat functions. 2020-10-21 01:03:38 +02:00
Christoph Oelckers 4d1e229734 - split shoot_d into smaller, easier to manage chunks.
1100 lines for a single function is too much.
2020-10-21 00:17:09 +02:00
Christoph Oelckers 699c32ff4a - fixed quicksave setup
Fixes #133
2020-10-20 23:34:30 +02:00
Christoph Oelckers a17f529c49 - fixed freezer projectile not moving.
These endless fallthrough switch/case blocks are a genuine menace. :(
Fixes #136
2020-10-20 23:21:38 +02:00
Christoph Oelckers 3004185646 - fixed bossguy. 2020-10-19 23:58:30 +02:00
Mitchell Richters a00da23654 - searchpaths.cpp: When filtering duplicate games to delete, if CRC matches and CRC == 0, test whether name matches as well.
* Cryptic Passage for Blood has no CRC and therefore was failing this catch.
* Fixes #130
2020-10-19 20:46:22 +11:00
Christoph Oelckers 66c097b3b8 - fixed bad Holoduke check in alterang. 2020-10-18 21:54:30 +02:00
Mitchell Richters ff9c7bf0bb - binaryangle.h: Create `osum()` for `PlayerHorizon` and `PlayerAngle` structs and use within each struct's `interpolatedsum()` method.
* Already doubled up by calculating `sum()` again within `interpolatedsum()` and no point changing that out without an `osum()`.
2020-10-18 22:43:42 +11:00
Mitchell Richters cd683e6511 - binaryangle.h: Add missed line from 4e07942cff to calculate interpolation ratio using multiply instead of divide. Hopefully in the future we can just use a true double between 0 and 1 like GZDoom... 2020-10-18 22:05:21 +11:00
Mitchell Richters 4e07942cff - binaryangle.h: Minor clean up of PlayerHorizon/PlayerAngle structs.
* Sync PlayerHorizon's `settarget()` with changes to PlayerAngle's from 19d9e1a947.
* For each struct's `addadjustment()`, multiply value by unit there rather than always within `processhelpers()`.
* Properly use `xs_CRoundToUInt()` within PlayerAngle's `processhelpers()` method instead of the signed version.
* Use `abs()` within PlayerAngle's `processhelpers()` like PlayerHorizon's.
2020-10-18 22:00:39 +11:00
Mitchell Richters 19d9e1a947 - binaryangle.h: Fix issues with `PlayerAngle.settarget()` following changes in bf5bd01164.
* Just was not working whatsoever, really...
2020-10-18 21:31:36 +11:00
Mitchell Richters 666fe71201 - SW: Repair issues with sector object sounds following a506b45369.
* Fixes #132
2020-10-18 21:23:41 +11:00
Christoph Oelckers a8eaf3575f - warning fixed and constants used. 2020-10-18 12:18:19 +02:00
Christoph Oelckers c2828fe2e3 fixed undefined end of list behavior of iterators
Also fixed a few warnings
2020-10-18 12:14:05 +02:00
Christoph Oelckers f4c79161ad - fixed crash when opening the first gate in RRRA's E1L1.
There was some poor coding at play here that fell victim to changed execution order.
Changed everything so that problem cases always get dealt with properly.
2020-10-18 12:10:46 +02:00
Christoph Oelckers 4d3135f4b8 - cleanup and consolidation of moveweapons_r. 2020-10-18 10:42:26 +02:00
Christoph Oelckers 08e29396e5 - split moveweapons_d further up into more smaller parts. 2020-10-18 09:45:41 +02:00
Christoph Oelckers 2b79b29fef - further splitting of moveweapons_d.
Progress with this but still not enough yet to break it down into manageable parts.
2020-10-18 08:38:29 +02:00
Christoph Oelckers 94e8213caf - split fireball handling out of moveweapons_d to reduce the function's size. 2020-10-17 19:53:04 +02:00
Christoph Oelckers bc0a55de41 - backend update. 2020-10-17 16:01:31 +02:00
Mitchell Richters a9ad043c36 - Partially resolve issues loading autoexec.cfg files.
* This works for Raze's running directory, but is not pulling in autoexec.cfg files from subdirectories from Raze's running directory (Duke, Duke.Duke) or paths where game content resides (Steam, for instance).
* Partially addresses #110
2020-10-17 12:58:00 +11:00
Mitchell Richters 3582717c43 - Duke: Fix issues in `recordoldspritepos()` following changes in 7043092fd0.
* Fixes #129.
2020-10-16 14:17:19 +11:00
Mitchell Richters 6385539144 - Port over `i_timescale` CVAR from GZDoom for use with debugging.
* Had situations where this would have been useful instead of manipulating GameTicRate and rebuilding.
2020-10-16 10:31:11 +11:00