Commit graph

11793 commits

Author SHA1 Message Date
Christoph Oelckers
30c15c11f2 - added the missing slash for the ammo display for Shadow Warrior's BigFont.
The also added percent and backslash were just waste products of its creation.
2020-08-30 20:50:54 +02:00
Christoph Oelckers
7af36ab6f9 - added a menu option for cl_showmagamt. 2020-08-30 20:36:49 +02:00
Mitchell Richters
d0e390c554 - Blood: Don't treat akimbo shotguns as a reloading weapon. It doesn't go through the reload sequence like when the player doesn't have the power-up. 2020-08-30 20:24:39 +02:00
Mitchell Richters
c0374cf890 - SW: Move static function DoReloadStatus() into the class as private function 2020-08-30 20:24:38 +02:00
Mitchell Richters
26ffc82cc0 - SW: Remove duplicated code from dd832aaea3f688b375c74643606f299c76d92f3b. 2020-08-30 20:24:38 +02:00
Mitchell Richters
c555540e24 - Blood: Implement cl_showmagamt for the game's shotgun.
* Tile set for `kSBarNumberAmmo` does not include a slash. Hack put in place to get me a slash from a specific tile of a different font. It "works" and I don't think it looks too bad.
2020-08-30 20:24:38 +02:00
Mitchell Richters
1617938d4f - Duke: When using cl_showmagamt 1, increase pistol maximum by 4 so that when you have full ammunition, you have a full clip.
* On the fence about this. Lower makes the game harder, and higher could mean the difference between life and death. I do think that if we're showing amounts in the magazine, full ammo should constitute a full magazine. I think the max of 200 is an oversight from the original devs as all other games have proper defaults that reflect the magazine or cylinder capacity.
2020-08-30 20:24:38 +02:00
Mitchell Richters
10962e2193 - SW: Implement cl_showmagamt for the game's shotgun and uzi.
* SW does not have any special characters in its BigFont, so currently there's no divider between ammunition amounts. This is to be discussed on the PR.
2020-08-30 20:24:37 +02:00
Mitchell Richters
eb3a21e677 - Duke: Implement cl_showmagamt for the RR's pistol and shotgun. 2020-08-30 20:24:37 +02:00
Mitchell Richters
161647ed5b - Duke: Implement cl_showmagamt for the game's pistol. 2020-08-30 20:24:37 +02:00
Mitchell Richters
6f653da0fc - DBaseStatusBar: Create function DBaseStatusBar::CalcMagazineAmount() for use with calculating magazine values when drawing the HUD. 2020-08-30 20:24:37 +02:00
Mitchell Richters
aeb807bea1 - gamecvars.cpp: Create CVAR cl_showmagamt. 2020-08-30 20:24:37 +02:00
Mitchell Richters
e32cd81cc7 - Unify stat fps for all games. 2020-08-30 20:24:36 +02:00
Christoph Oelckers
59a964bb83 - same for SW 2020-08-30 20:24:36 +02:00
Christoph Oelckers
747dac6c41 - Exhumed: Mark unused function arguments in standard C++ fashion. 2020-08-30 20:24:36 +02:00
Christoph Oelckers
84e54e4fdb - deleted several unused local variables
None of the initializers here is modifying gamestate, this looks like overcautious preservation for demo compatibility.
2020-08-30 20:24:23 +02:00
Christoph Oelckers
3a7b23f655 remove unused stuff 2020-08-30 20:23:48 +02:00
Christoph Oelckers
c3fa9b76c4 - fixed: The render style must be set to a defined value at the start of rendering a scene. 2020-08-30 17:40:04 +02:00
Mitchell Richters
c47b60e193 - Fix compile regression from 847fa48724.
Fixes #283.
2020-08-29 08:16:05 +10:00
Christoph Oelckers
847fa48724 - cleaned out the remaining parts of baselayer.h
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.

The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
Christoph Oelckers
536e7455f2 - moved I_StartFrame to the top of the loop and cleaned up baselayer.hj 2020-08-28 08:44:44 +02:00
Christoph Oelckers
d73bf62465 Revert "- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible."
This reverts commit 97feb483ab.
2020-08-28 08:25:51 +02:00
Mitchell Richters
ea2790ce08 - Duke: Switch game tic back to a while loop. I didn't mean to commit it this way in ab06235971.
* I doubt anyone will be running this on a system where computing a tic might take longer than a tic, but it's more consistent with the other games and is what it was.
2020-08-28 15:29:41 +10:00
Mitchell Richters
97feb483ab - Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible.
* Micro-optimisation, but was getting a very occasional jitter in Duke 3D that seems to have gone with this.
2020-08-28 15:27:16 +10:00
Mitchell Richters
0c55c3983c - Duke: Fix potential interpolation issues for RR's shotgun observed while working on something else. 2020-08-27 22:47:18 +10:00
Mitchell Richters
8bb13bc4c2 - InputState: Exclude volume keys from setting AnyKeyStatus to true. 2020-08-27 13:05:05 +02:00
Mitchell Richters
a2b51edcdb - Duke: Delete enum created in 3e79e7b63f and move CRACK_TIME to miscConstants.
* Didn't have a very good look, apparently...
2020-08-27 16:09:18 +10:00
Mitchell Richters
65a54361b4 - Duke: Apply same fix in 3e79e7b63f for RR, accidentally missed. 2020-08-27 15:55:32 +10:00
Mitchell Richters
3e79e7b63f - Duke: Fix bug where player wasn't cracking knuckles after 777 idle tics while cl_syncinput was 1.
* Use opportunity to replace the literal constant of `777` with an enum.
2020-08-27 15:54:49 +10:00
Mitchell Richters
55f688b13f - SW: Rename q16horz to q16horiz and q16aimvel to q16horz for consistency and to avoid confusion down the track. 2020-08-27 08:00:50 +10:00
Christoph Oelckers
78a024a50c - fixed: Exhumed's sound module did not check the 'sound disabled' CVAR. 2020-08-26 22:26:28 +02:00
Christoph Oelckers
b4df1fd662 - fixed Ramses text display.
Fixes #265.
2020-08-26 22:22:46 +02:00
Christoph Oelckers
1a25504d02 - looks like the nAngle field in the PLayerInput struct isn't used for anything anymore. 2020-08-26 21:32:18 +02:00
Christoph Oelckers
83c8770d02 - fixed Ramsed head display and not freezing the input when it is active. 2020-08-26 21:28:57 +02:00
Christoph Oelckers
096a2bd4e9 - fixed some of the sound issues in Exhumed
* ambient sounds were constantly restarted resulting in garbled sound.
* sound priorities were not checked. This was used to limit some sounds to one instance per actor or to allow terminating other sounds playing on the same actor.
2020-08-26 20:22:11 +02:00
Christoph Oelckers
e5a4276a5a - fixed infinite loop. 2020-08-26 20:20:36 +02:00
Christoph Oelckers
4e846f8d66 - do not print game init messages to the notify display. 2020-08-26 20:19:54 +02:00
Mitchell Richters
e3fe1b2b60 - Exhumed: Correctly transform player velocities when running on single 30Hz timer.
Thanks, Graf :)

# Conflicts:
#	source/exhumed/src/exhumed.cpp
2020-08-26 17:27:15 +02:00
Mitchell Richters
0c300c181f - Exhumed: Unify game with single timer instead of getting forward/side velocity at 120Hz.
* Player movement is close, but not exactly as it was. Requires more work if it is to be considered.

# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/ps_input.h
2020-08-26 17:26:42 +02:00
Christoph Oelckers
f90d953ab5 default cl_smoothsway to false. 2020-08-26 17:23:08 +02:00
Christoph Oelckers
abf715eace - unified the packet structures of all games.
Currently the bit fields are still separate and they have to be merged, but for now the added memory does not matter.
Having this structure in the common parts will allow work on consolidating the input code, though.
2020-08-26 17:12:48 +02:00
Christoph Oelckers
d05c839d79 - Exhumed only has 7 weapon slots.
Fixes #266.
2020-08-26 17:12:42 +02:00
Christoph Oelckers
2ae5f960c5 - renamed fields in Exhumed's packed struct.
One step closer to getting these merged.
2020-08-26 17:09:47 +02:00
Christoph Oelckers
c7f5f05e14 - cleaned up gamecvars.cpp and deleted a large amount of unused ones. 2020-08-26 17:05:17 +02:00
Mitchell Richters
4fcec5f6d3 - SW: Alt implementation for preparing a nuke.
* Given the original code in `pNukeAction()` (poorly named), the intent appeared to be that the weapon should go off-screen for preparation, returning once weapon initialised.
* Commit restores that behaviour behind a CVAR.

# Conflicts:
#	source/core/gamecvars.cpp
#	source/core/gamecvars.h
2020-08-26 17:00:19 +02:00
Christoph Oelckers
5a77aace2f - strip the structure for local input off the fields not needed here.
Now it's basically the same as Dukes.
2020-08-26 16:59:42 +02:00
Christoph Oelckers
c1b1182f90 - fix weapon selection in Exhumed.
Like Blood it looks like the request isn't processed immediately so it needs to stick around.
2020-08-26 16:59:42 +02:00
Christoph Oelckers
d0655a1068 - renamed the fields in Blood's packet structure to match Duke's. 2020-08-26 16:59:41 +02:00
Christoph Oelckers
3fc79940f2 - merged the bit fields in Blood's packet structure.
Whatever this was for it made that thing extremely unwieldy.
With these merged the resulting structure doesn't look much different from Duke's anymore.
2020-08-26 16:59:41 +02:00
Christoph Oelckers
b76168f673 - moved the main event processing functions into the global main loop.
Now, with all the Build timer stuff removed these calls were all identical between games.
2020-08-26 16:59:41 +02:00