Commit graph

1754 commits

Author SHA1 Message Date
carnivoroussociety
28d7f0de58 Do not use accurate clipmove for flame missiles
Changes gameplay too much
2021-08-19 22:34:49 +10:00
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
carnivoroussociety
f0627fa6c2 enginecompatibilitymode -> enginecompatibility_mode 2021-08-19 20:44:13 +10:00
carnivoroussociety
0e0c4e692f Set thing/missile to use accurate clipmove 2021-08-19 20:38:31 +10:00
carnivoroussociety
db9a413f21 Added new cl_bloodvanillaenemies CVAR
GetClosestSpriteSectors(): If newSectCheckMethod is set, then always test midpoints at least once
Use new CVAR for tiny Caleb/burning cultists/Cerberus fixes
Do not use new GetClosestSpriteSectors() fix for teslaHit() if vanilla explosions is set
Do not use GetClosestSpriteSectors() fix for enemies sight scanning if vanilla enemies is set
2021-08-19 14:26:53 +10:00
carnivoroussociety
440fa3b70e GetClosestSpriteSectors - Fixed typo with nLength check 2021-08-19 03:21:41 +10:00
carnivoroussociety
6606f0bc5a Improved GetClosestSpriteSectors() detection
Enables/disables new sector searching behavior for dude owned explosions
Added new CVAR cl_bloodvanillaexplosions
Swap ExplosBehavior menu settings
2021-08-18 15:52:15 +02:00
Christoph Oelckers
adf9747e5b - Blood: removed redundant STAT_Update call in StartLevel.
This was killing the level times for the 'printstats' display.
2021-08-17 23:44:46 +02:00
carnivoroussociety
a29303cde5 Don't trigger fall scream after player has died 2021-08-16 09:05:51 +02:00
carnivoroussociety
7ac662e0c8 Apply burning bypass to correct sprite type 2021-08-15 12:24:41 +02:00
carnivoroussociety
bd98096527 Fix burning Caleb's state 2021-08-15 12:24:41 +02:00
carnivoroussociety
52025fce68 Fixed burning Caleb state 2021-08-15 12:24:41 +02:00
carnivoroussociety
cd88bb1a67 Fixed burning cultists switching type in water
Fixed glitched burning enemy state
Fixed burning Caleb using innocent burning sprite
2021-08-15 12:24:41 +02:00
Christoph Oelckers
38c9d3f702 - Exhumed: fixed crash when ending the game. 2021-08-14 10:40:14 +02:00
carnivoroussociety
c3d03f21da Cleaned underwater next/prev weapon fix 2021-08-14 07:59:14 +02:00
carnivoroussociety
1957fc53be Tweaked next/prev weapon behavior underwater 2021-08-14 07:59:14 +02:00
Christoph Oelckers
5aa27bad3b - flag SW's cutscenes as 'boss death only'. 2021-08-13 22:25:13 +02:00
Christoph Oelckers
d5c9768414 - append an empty line to thr RFS file to be parsed.
Looks like the parser needs the last line to be properly terminated.
2021-08-13 21:44:23 +02:00
carnivoroussociety
8765b583f0 Fix spray -> tnt -> spray animation bug 2021-08-12 15:15:35 +02:00
carnivoroussociety
715bca4d53 input.newWeapon -> newWeapon 2021-08-12 13:59:44 +02:00
carnivoroussociety
1a344fe09b Fix ignited spray/TNT issue when going underwater 2021-08-12 13:59:44 +02:00
Mitchell Richters
17b2154e9a - Blood: Expose legacy 1.0 weapon handling game option as a CVAR. 2021-08-03 00:47:05 +10:00
Mitchell Richters
a9b75e7e7d - Blood: Put QAV interpolation code behind a CVAR for now until some final minor issues are resolved.
* Thanks to Dzierzan for testing and the reports.
2021-07-31 10:15:51 +10:00
Mitchell Richters
f6c7ed3984 - Blood: Restore originally intended isRunning code that never worked behind two CVARs to offer an alternative playing experience.
* `cl_bloodvanillarun` enables/disables the `isRunning` code that affects AI, bobbing and swaying.
* `cl_bloodvanillabobbing` enables/disables the `isRunning` code that affects bobbing and swaying, allowing only the `isRunning` AI changes.
2021-07-31 10:14:56 +10:00
Mitchell Richters
9884d5f396 - Blood: Perform interpolation of menu's blood dripping.
* All supporting code is here, is tested and works, need to determine best how to flag the menu as "Animated" to uncap the frame-rate.
2021-07-31 10:05:25 +10:00
Mitchell Richters
a67c126129 - Blood: Extend 99508e6f15 to find picnum of previous frame in all previous frame's tile indices if the current frame's tile index doesn't match.
* Allows more interpolation magic.
* Revealed an issue with `interpolatedanglef()` that was undetected. Removed in place of a binangle version returned as floating point build.
2021-07-29 19:23:00 +10:00
Mitchell Richters
32215ba570 - SW: Tidy some extra panel coordinate math that was missed in 4d4946fb6b. 2021-07-29 17:53:57 +10:00
Mitchell Richters
99508e6f15 - Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match. 2021-07-29 17:39:22 +10:00
Christoph Oelckers
9a8ee00aec - set currentLevel before calling engineLoadBoard.
This is needed if the compatibility patcher needs to alter mapinfo data.
2021-07-27 22:12:29 +02:00
NoOneBlood
a40d036623 Fix max players range check for kModernPlayerControl
Add power up control for kModernPlayerControl
2021-07-27 08:05:31 +10:00
Mitchell Richters
1fa0863a52 - Duke: Amend af9f2f3eb6 to not reset the skill if incoming skill is -1; 2021-07-26 19:41:17 +10:00
nukeykt
adb9547ba9 Blood: fix impact sprite OOB issue 2021-07-26 19:19:41 +10:00
nukeykt
ced8a83331 Blood: fix potential view sprite overflows 2021-07-26 16:06:56 +10:00
nukeykt
557cd7e734 Blood: fix view sprites overflow in ROR code 2021-07-26 16:00:13 +10:00
nukeykt
39547e2df5 Blood: fix OOB issue in aiPatrolSetMarker 2021-07-26 15:55:13 +10:00
Christoph Oelckers
1fde9f2173 - workaround to allow playing SW's Last Warrior mod in one go.
This disables the boss's death in L4 ending the game and just advances to the next level.
This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
2021-07-26 00:58:00 +02:00
Christoph Oelckers
1a5a2aba2b - Blood: fixed path validation for cutscene files. 2021-07-25 17:27:52 +02:00
Christoph Oelckers
dfb18ef9a9 - Duke/RR: Call Bowling lane reset code only when playing RR.
This may alter some tile references which will cause problems with hires replacements in Duke .
2021-07-25 12:43:03 +02:00
Christoph Oelckers
fa586d6d7c - Blood: fixed parser for 'mario' cheat to treat a leading space for the level number as 0. 2021-07-25 11:53:20 +02:00
Christoph Oelckers
b23db149e3 - use snprintf in condError.
While sprintf is generally problematic, it is particularly dangerous here where it is impossible to estimate the length of the messages.
2021-07-25 11:50:23 +02:00
Mitchell Richters
9fad44bab2 - Blood: Replace use of non-standard strupr() from 754554a493 with an FString object. 2021-07-25 19:44:07 +10:00
Mitchell Richters
3b82a08123 Revert "- Fix non-Windows and non-MSVC builds due to missing header for strupr()."
This reverts commit 2217dcb632.
2021-07-25 19:38:06 +10:00
sirlemonhead
e4fb67bc25 Rides Again: Possible array index by -1 in Proj_DoHitscan(). Added check to prevent this. 2021-07-25 19:37:02 +10:00
Mitchell Richters
2217dcb632 - Fix non-Windows and non-MSVC builds due to missing header for strupr(). 2021-07-25 19:27:31 +10:00
Christoph Oelckers
7702b3bb92 - rewrote the sound handling in the patrolling code for Raze's sound backend. 2021-07-25 10:42:15 +02:00
Christoph Oelckers
eae355110f - use enums instead of #defines. 2021-07-25 10:30:14 +02:00
Christoph Oelckers
cc3e6b74f3 - handle newly activated 'unused' fields properly for serialization. 2021-07-25 10:29:50 +02:00
Christoph Oelckers
b588abbca6 - deleted two unused functions that got back in again by accident. 2021-07-25 08:50:46 +02:00
Mitchell Richters
ffe62da3c7 - Blood: Add some nullptr checks to the aiPatrol*() inline bools. 2021-07-25 15:37:50 +10:00
Mitchell Richters
7329cb8f1f - Blood: Comment out bonk code from 754554a493 to get things building for now. 2021-07-25 13:12:29 +10:00