Commit Graph

11497 Commits

Author SHA1 Message Date
Christoph Oelckers ddf238ff19 - fixed cheat args parser.
Fixes 139
2020-08-10 20:18:21 +02:00
Christoph Oelckers f6162899de - Blood uses 'jumpboots', not 'jetpack'. 2020-08-10 20:09:10 +02:00
Mitchell Richters 9da9e97d07 - fix remaining Blood keybindings after CCMD migration.
Fully Fixes #135.
2020-08-10 23:09:34 +10:00
Mitchell Richters 1cdc5c820f - fix Blood keybindings after CCMD migration.
Fixes #135.
2020-08-10 23:05:56 +10:00
Mitchell Richters 09f347353a - fix `cl_weaponsway()` for Blood.
Fixes #134.
2020-08-10 22:08:44 +10:00
Mitchell Richters db6d2e4d89 - fix `cl_viewbob()` for Blood.
Fixes #134.
2020-08-10 22:08:44 +10:00
Mitchell Richters 4c74c172e3 - fix screenjob.cpp `PlayVideo()` returning after stripping drive letter without checking whether it was able to re-open the file thereafter successfully.
Fixes #128.
2020-08-10 21:15:17 +10:00
Christoph Oelckers d3df4e580c - do not restart one-page image scrollers with Enter
Instead go back one menu level.

Fixed #129
2020-08-10 01:12:53 +02:00
Christoph Oelckers c7e664d3a6 - animate status bar elements
Fixes #127
2020-08-10 00:36:50 +02:00
Christoph Oelckers 0492c5f4d3 - optimized reverb settings.
Fixes #124
2020-08-09 13:26:48 +02:00
Mitchell Richters a3a7a8f6be - repeat of cf548e055e for RR. 2020-08-09 16:41:42 +10:00
Mitchell Richters fb6a58904a - Set `glcycle_t` class as active when `stat fps` is active.
Fixes #122.
2020-08-09 16:39:15 +10:00
Mitchell Richters cf548e055e - clamp player sprite's xvel between 0 and 512 to stop it going into the negative with rapid posx/posy changes due to teleporting.
* With steroids and a controller (controllers have a slightly higher max fvel/svel than a keyboard), I could not get xvel to exceed 503.
* Fixes #123.
2020-08-09 16:24:48 +10:00
Christoph Oelckers d731bf4e57 - fixed typo in floor damage check.
This rendered the boots ineffective on lava.
Fixes #114
2020-08-07 23:30:08 +02:00
Christoph Oelckers dfa3519ebc - stop screaming sound when landing.
Fixes #116
2020-08-07 22:20:29 +02:00
Christoph Oelckers 596367f10f - Screenblend fixes. 2020-08-07 22:00:43 +02:00
Christoph Oelckers f8c65839f0 - fixed broken jumping.
This was a nasty, but typical case for Duke where a variable did not contain what the name said and was carried along way too much code.

Fixes #112
2020-08-07 21:59:11 +02:00
Christoph Oelckers 4b69a181c3 - use symbolic constants for some statnums 2020-08-06 20:54:51 +02:00
Christoph Oelckers 4cfeb9b2cc - fixed bouncing flame in VACA2.
Taking a hint from EDuke32 here.
2020-08-06 20:54:02 +02:00
Mitchell Richters 47dbc46213 - fixed the interpolation issues while on a crane.
* Partially addresses issues discussed in #105 and #106.
2020-08-06 15:39:45 +10:00
Christoph Oelckers 9060abbafd - 8 more SW headers gone. 2020-08-06 00:18:45 +02:00
Mitchell Richters bbe05b0c81 - harden `FinalizeInput()` with else blocks on each if statement after checking whether all movement is blocked.
Fixes #105.
2020-08-06 07:25:04 +10:00
Christoph Oelckers 3e8ff96e6b - added workaround for DukeDC's ending cutscene which was abusing undefined behavior in the original code. 2020-08-05 22:57:45 +02:00
Christoph Oelckers 514c029e47 - this wasn't supposed to get committed. 2020-08-05 22:40:47 +02:00
Christoph Oelckers a30933871e - fixed most end of game cutscenes. 2020-08-05 22:36:39 +02:00
Christoph Oelckers ba3c353198 - use the correct code for the devastator in operateweapon.
The code present was from EDuke 2.1, I have no idea if it ever worked there. It was replaced with JFDuke's.
Fixes #104.
2020-08-05 22:36:38 +02:00
Christoph Oelckers 72806e27eb - cleanup work on SW
* consolidating smaller headers to reduce number of files
* remap all unmapped keyboard checks to corresponding buttons
2020-08-05 22:36:38 +02:00
Christoph Oelckers 4a0e155637 - fixed starting of bonus screen music.
It must not be done in the constructor of the screen but when actually playing the first frame.
2020-08-05 22:36:38 +02:00
Christoph Oelckers 4fef66c78a - SW script parser cleanup 2020-08-05 22:36:37 +02:00
Mitchell Richters a3dfa58662 - correct typo in Blood text string because I'm OCD like that. 2020-08-05 23:17:57 +10:00
Mitchell Richters ddd30e742c - ensure player's angle input while playing with `cl_syncinput 0` is scaled appropriately when sector's lotag is ST_2_UNDERWATER. 2020-08-05 22:57:47 +10:00
Mitchell Richters d1a68421bd - fix `cl_weaponsway` for Duke. 2020-08-05 20:04:14 +10:00
Mitchell Richters 2919cdcb44 - clamp the calculated `horizAngle` to -180/180 to stop overflowing if player moves the mouse stupidly quick while `cl_syncinput 1` is set. 2020-08-05 19:56:49 +10:00
Mitchell Richters 03bccb3a06 - functionalise significant portions of 0ee3ab4df8. 2020-08-05 19:24:42 +10:00
Mitchell Richters 0142449d95 - clamp angle velocity as originally intended. 2020-08-05 17:59:46 +10:00
Mitchell Richters 736811e864 - properly tune `sethorizon()` so that 'frominput' bool can be removed. Returning to centre function is essentially consistent between input states now. 2020-08-05 17:59:01 +10:00
Mitchell Richters 0ee3ab4df8 - revert most of e474ebc2b7 and adjust player's angle/horizon in a way that's compatible with `cl_syncinput 0` and `cl_syncinput 1`.
Previous attempts at leveraging `applylook()` and `sethorizon()` in different spots had pros and cons, but ultimately changing where these functions were called from was a net negative and had hard to diagnose issues.

Maintaining two types of player input is considerable work. Lessons have been learned and will be beneficial when it comes time to re-doing the other games. Ideas from PR #98 for optimising RRRA vehicle experience while `cl_syncinput 0` is in use have been implemented here.
2020-08-05 17:53:41 +10:00
Mitchell Richters 65428a2d1a - revert ea98978ae7 and baed75ff8a, and do in a more compatible way with synchronised and unsychronised input. 2020-08-05 17:43:14 +10:00
Mitchell Richters bb0129c331 - add missed savegame addition when doing 9f8d50c0a1. 2020-08-05 17:39:02 +10:00
Mitchell Richters 9f8d50c0a1 - add horizAdjust after processing pitch adjustments and call `sethorizon()` in `processinput_d()` after `dokneeattack()`.
Fixes #101.
2020-08-05 14:23:07 +10:00
Christoph Oelckers 454e0e36c9 - added a sound for advancing multi-screen menus.
Fixes #100.
2020-08-05 00:32:29 +02:00
Christoph Oelckers f363aca1b7 - fixed the crane in Duke3D.
Fixes #92
2020-08-05 00:28:14 +02:00
NY00123 22b492a5b3 SW: If a saved load is loaded at a point which is right after killing
a boss, ensure that FinishTimer and FinishAnim are appropriately
updated. This commit bumps GameVersion.
Additionally, the set of FinishAnim to 0 in NewLevel had
to move to a different location (InitLevelGlobals2), so
it doesn't override the value stored in the saved game.

# Conflicts:
#	source/sw/src/game.cpp
2020-08-04 20:11:37 +02:00
Mitchell Richters 157933e902 - fixed regression from b9eef9c6a3 where the angle wouldn't apply if horizon was specified. 2020-08-04 23:13:22 +10:00
Mitchell Richters b9eef9c6a3 - make ang and horiz optional on each game's `warptocoords` CCMD as suggested in commentary for 1dc6edfa56. 2020-08-04 22:33:17 +10:00
Mitchell Richters 8817914744 - add printcoords as an `ADD_STAT()` define and move string code into static function for shared use between CCMD and ADD_STAT. 2020-08-04 21:56:32 +10:00
Mitchell Richters b08d571be9 - create Blood dynamic CCMD `warptocoords`.
* The setting of the player's horizon/viewangle probably still requires work, but warping to pos x/y/z works fine.
2020-08-04 19:10:43 +10:00
Mitchell Richters a9b05eff86 - fix coolie death issues raised in https://forum.zdoom.org/viewtopic.php?f=340&t=69254 in manner suggested by OP. 2020-08-04 19:02:26 +10:00
Mitchell Richters 3e44d850b3 - fix issues with Exhumed and SW `warptocoords` CCMDs when cherry-picking from public branch. 2020-08-04 18:04:44 +10:00
Mitchell Richters 24d847f4ec - create Duke dynamic CCMD `warptocoords`. 2020-08-04 18:04:02 +10:00