Richard C. Gobeille
3f7914ad57
Duke3d: set .horizRecenter when handling SK_CENTER_VIEW
...
This seems so obvious that I almost think I intentionally left it out before, but I can't remember why I would have.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille
c53edd9e5a
Duke3d: zero .horizAngleAdjust and .horizSkew after checking playerquitflag instead of before
...
I don't think this actually makes a difference, but it's more consistent.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille
26b87e3aa0
Duke3d: zero .horizSkew in P_DoJetpack()
2020-05-08 10:51:59 +02:00
Richard C. Gobeille
0ec9dd9a14
Duke3d: zero player .horizRecenter, .horizSkew, and .horizAngleAdjust in P_ResetPlayer()
2020-05-08 10:51:59 +02:00
Mitchell Richters
d99c907acb
- reset buttonMap button states after returning from pause for Duke3D (stops keys acting stuck down if down prior to pausing).
2020-05-06 10:51:08 +02:00
Mitchell Richters
1bb3640bc9
- fix interpolation stutters when opening console for Duke3D.
2020-05-06 10:51:08 +02:00
Richard C. Gobeille
b21a4d5880
Duke3d: fix stupid input scaling bug
2020-04-16 00:03:06 +02:00
Mitchell Richters
db428a4f03
All Games: Make more precise use of 'scaleAdjustmentToInterval()'.
...
- Inline function returns a double, therefore we should use it and not potentially truncate the mantissa.
- Use divisors to get true numbers of some floats (3.333 -> 10/3, etc).
- Remove a few brackets/parentheses where possible from what are already exceedingly bracketed lines.
2020-04-14 00:00:21 +02:00
Mitchell Richters
02d436f802
Change Next/Previous Weapon button handling for Duke and RR games.
...
- Resolves inability to change weapons under SDL-based environments as reported at https://forum.zdoom.org/viewtopic.php?f=340&t=67232#p1142970
2020-04-13 23:59:47 +02:00
Christoph Oelckers
fda4293013
- draw the movie franes outside of the tile system to reduce the palette maintenance.
...
The movie code has always been the part causing the most issues because it alters the palettes - the rest treats them as static data.
2020-04-13 23:58:45 +02:00
Christoph Oelckers
fac004b4d2
- palette code cleanup
2020-04-13 23:58:44 +02:00
Christoph Oelckers
57cb22f135
- console code matching with GZDoom
...
Refactored the buttons to be definable locally per game for easier handling of differing input.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
14cdfa3f3c
- more file matching.
...
- moved c_con to Duke subproject because it's the only one using this stuff.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
8e87674d4c
- backend code matching with GZDoom
2020-04-12 08:30:40 +02:00
Christoph Oelckers
0ca4bbd0c4
- changed some menu related names to match GZDoom.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
5584c726ba
- file system update and adjustment.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
f671eb622f
- migrated to GZDoom's utility code.
2020-04-12 08:30:39 +02:00
Christoph Oelckers
2a9813eb5c
- code matching with GZDoom.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
66ecb05eb8
- use Printf as the only command to print to the console.
...
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
6ef93ba514
- match cmdlib.cpp/.h with GZDoom.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
6589d31678
0.6.0
...
- fixed compilation.
2020-04-08 00:51:46 +02:00
Christoph Oelckers
3c3ea281f0
- fixed compilation.
2020-04-08 00:40:02 +02:00
Richard C. Gobeille
01bb5491af
Rename G_HaveActor() and G_DefaultActorHealth() for clarity
...
The new names are G_TileHasActor() and G_DefaultActorHealthForTile().
# Conflicts:
# source/duke3d/src/duke3d.h
2020-04-08 00:38:50 +02:00
Richard C. Gobeille
c8f15f8e4b
Demote labeltype to uint8_t
2020-04-08 00:38:49 +02:00
Evan Ramos
b54a6e0565
WT Incinerator projectile velocity hotfix from Nuke.YKT
...
From-SVN: r8791
2020-04-08 00:38:48 +02:00
Evan Ramos
fd025374d4
Implement WT episode 5 ending
...
From-SVN: r8790
2020-04-08 00:38:47 +02:00
Evan Ramos
52eab0545b
Implement WT's widescreen tiles
...
From-SVN: r8789
# Conflicts:
# source/duke3d/src/menus.cpp
# source/duke3d/src/premap.cpp
# source/duke3d/src/sbar.h
2020-04-08 00:38:46 +02:00
Evan Ramos
e6940cd591
Implement hardcoded WT stuff
...
Includes the new weapon, enemy projectiles, and breakable objects.
Patch from Nuke.YKT.
I edited it some, mostly to add the proper "if (WORLDTOUR)" checks.
From-SVN: r8788
# Conflicts:
# source/duke3d/src/namesdyn.cpp
2020-04-08 00:38:45 +02:00
Evan Ramos
0d576cf798
Fix negative viewtypes to match what World Tour expects
...
From-SVN: r8787
2020-04-08 00:38:45 +02:00
Evan Ramos
2dbbfd4db2
Cleanup some Duke game logic, mostly to allow easier chaining to the default case
...
From-SVN: r8786
2020-04-08 00:38:44 +02:00
Richard C. Gobeille
ec3e8bffe1
Are you kidding me? This fixes the elevator in Duke3D E2L3.
2020-04-08 00:38:43 +02:00
Richard C. Gobeille
53baf228eb
Fix stupid typo that broke the camera aiming at the enemy that killed you in Duke3D
2020-04-08 00:38:43 +02:00
Mitchell Richters
9e8e441d02
Further improve Duke3D and RR main game loop.
...
- Replace if statement containing nested do/while loop with a while loop.
2020-03-30 09:53:04 +02:00
Christoph Oelckers
7392b699e4
- cleaning out a few more parts of the software renderer.
2020-03-29 15:54:02 +02:00
Christoph Oelckers
0de4b134da
- stripped out most of the software renderer.
...
Now that the camera textures can be handled through the hardware renderer this isn't needed anymore.
2020-03-29 14:55:09 +02:00
Christoph Oelckers
621a9338e5
- render camera textures with the hardware renderer.
...
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
2020-03-29 14:01:46 +02:00
Christoph Oelckers
8f3cc0b5af
- removed screen tilting code for software renderer.
...
Since this doesn't work anymore the code is no longer needed - and it stands in the way of doing camera textures purely in hardware.
2020-03-29 08:36:39 +02:00
Mitchell Richters
2cbbe9ec61
Remove last vestiges of input latency from Duke3D and RR main game loops.
...
- Hack code to break loop early removed. If game code is running slow, that's not the fix.
- Get input and fill the input_t struct in same loop as G_DoMoveThings().
- Remove unnecessary do/while (0) loop.
2020-03-25 14:42:51 +01:00
Mitchell Richters
b1ebb897e8
Repair HUD scaling returning to 100% when relaunching Duke or RR games.
...
- Resolves https://forum.zdoom.org/viewtopic.php?f=340&t=67811
2020-03-22 10:37:43 +01:00
Christoph Oelckers
fca147c83b
- fixed compilation.
2020-03-20 21:26:28 +01:00
terminx
c110c1018d
Fix IF crouch jumping and unintentional automatic crouching under sprites
...
git-svn-id: https://svn.eduke32.com/eduke32@8737 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:38:33 +01:00
terminx
6c9bdae0ec
Reduce width of a couple fields in memberlabel_t
...
git-svn-id: https://svn.eduke32.com/eduke32@8735 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:38:05 +01:00
terminx
7dc1a3c904
Make gamestructures a proper object
...
git-svn-id: https://svn.eduke32.com/eduke32@8734 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# platform/Windows/eduke32.vcxproj
# platform/Windows/eduke32.vcxproj.filters
# source/duke3d/src/gamedef.cpp
# source/duke3d/src/gameexec.cpp
# source/duke3d/src/gamevars.cpp
# source/duke3d/src/m32def.cpp
# source/duke3d/src/m32def.h
# source/duke3d/src/m32exec.cpp
# source/duke3d/src/m32structures.cpp
2020-03-20 17:37:54 +01:00
terminx
21ec33ac51
Eliminate unnecessary goto
...
git-svn-id: https://svn.eduke32.com/eduke32@8731 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:35:25 +01:00
terminx
2e17467a8f
Fix return type of A_CheckHitSprite()
...
Since the returned value is a distance, it should be int32_t.
git-svn-id: https://svn.eduke32.com/eduke32@8730 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:35:09 +01:00
terminx
a7e1d3f307
Patch from Nuke.YKT to fix a couple of NAM/WW2GI issues
...
git-svn-id: https://svn.eduke32.com/eduke32@8726 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:27 +01:00
terminx
3941fccc4c
Patch from Striker to improve sprite interpolation
...
git-svn-id: https://svn.eduke32.com/eduke32@8724 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:19 +01:00
terminx
8c5e3116c9
Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering
...
This fixes the fire sprites inside exploding walls not waking up after the wall explodes.
git-svn-id: https://svn.eduke32.com/eduke32@8723 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:33:51 +01:00
terminx
7ed8f5aec4
Fix a bug with swinging doors
...
This fixes a bug with swinging doors where multiple swinging doors linked together could become out of sync with each other if you block one door from moving and activate the second door again while the first is still blocked.
git-svn-id: https://svn.eduke32.com/eduke32@8721 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:33:25 +01:00
terminx
086141e205
Fix off-by-one error in various CON text truncation warnings
...
git-svn-id: https://svn.eduke32.com/eduke32@8720 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/gamedef.cpp
2020-03-20 17:33:15 +01:00