cutscene "somefile.anm" { delay 10 } // defines somefile.anm with a delay of 10 120Hz tics between frames. a more typical framerate method may come later, but this is how the originals worked.
Once defined, they can be played through CON with the new playback command, also called "cutscene". It works like this:
definequote 12345 somefile.anm
define ANIM_SOMEFILE 12345
...
cutscene ANIM_SOMEFILE // halts game execution and immediately plays cutscene, resuming execution when finished
...
Sounds can be played during animations (and tiles can be overlaid, etc) like this:
onevent EVENT_CUTSCENE
ifcutscene ANIM_SOMEFILE
{
ifvare RETURN 12 // frame 12
sound FLY_BY
rotatesprite ...
}
endevent
The value of the RETURN var at the end of EVENT_CUTSCENE determines the next frame to play. This can be used for looping, etc. Attempting to play animations backwards outright is not advised as animations only seek in one direction (so rewinding requires running it through from frame 0 again). This is will WIP and hasn't been heavily tested at all, so please try it out.
git-svn-id: https://svn.eduke32.com/eduke32@4987 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, that was the case only with DRONE and COMMANDER. This makes
non-falling enemies pass properly through TROR bunches.
git-svn-id: https://svn.eduke32.com/eduke32@4975 1a8010ca-5511-0410-912e-c29ae57300e0
- Add declarations of C functions to defs.ilua, names to dynsymlist,
fix typo in con_lang.lua, ffi.string() calls in control.lua
- Assert that G_LastMapInfoIndex() is always called with ud.last_level >= 1.
(A stricter requirement than necessary to prevent follow-up oob accesses, but
logically the most meaningful.)
- In G_PrintParTime() and G_PrintDesignerTime(), return "<invalid>" if the above
does not hold. This can happen from EVENT_NEWGAME, for example. Add a test to
lunatic/test/qgetsysstr.con. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4972 1a8010ca-5511-0410-912e-c29ae57300e0
Since TILE_TILT is only allocated once, it must be done with the maximum
possible size.
git-svn-id: https://svn.eduke32.com/eduke32@4965 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the out-of-bounds read of former g_player[] in VM_EventCommon_().
git-svn-id: https://svn.eduke32.com/eduke32@4961 1a8010ca-5511-0410-912e-c29ae57300e0
By default, the following enemies have this flag set: OCTABRAIN, COMMANDER, DRONE.
DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4956 1a8010ca-5511-0410-912e-c29ae57300e0
This is where things are changed at last. This fixes lizmen walking on water.
git-svn-id: https://svn.eduke32.com/eduke32@4955 1a8010ca-5511-0410-912e-c29ae57300e0
Factor out condition for whether a z offset is added or not
("fix for flying/jumping monsters getting stuck in water", etc.) into
a function A_GetWaterZOffset() (and a helper A_GetVerticalVel()).
git-svn-id: https://svn.eduke32.com/eduke32@4954 1a8010ca-5511-0410-912e-c29ae57300e0
In VM_Fall(), keep a temp preliminary new z position of the actor and
assign only when we return. This is to each ease watching its value in GDB.
DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4953 1a8010ca-5511-0410-912e-c29ae57300e0
This allows for CON screen display code to use menu animations. The following is an example of how to adapt screen features that should animate.
before:
onevent EVENT_DISPLAYMENUREST
ifvare current_menu 0 // main menu
{
setvar x 1
setvar y 1
rotatesprite x y zoom ang tilenum shade pal orientation 0 0 xdim ydim
}
endevent
after:
state DisplayMenuCommon
ifvare RETURN 0 // main menu
{
getuserdef[THISACTOR].m_origin_x x
getuserdef[THISACTOR].m_origin_y y
addvar x 65536
addvar y 65536
rotatesprite16 x y zoom ang tilenum shade pal orientation 0 0 xdim ydim
}
ends
onevent EVENT_DISPLAYMENUREST state DisplayMenuCommon endevent
onevent EVENT_DISPLAYINACTIVEMENUREST state DisplayMenuCommon endevent
git-svn-id: https://svn.eduke32.com/eduke32@4945 1a8010ca-5511-0410-912e-c29ae57300e0
- t{sector,wall}type are simply typedef'd to the non-t versions
- make FORCE_INLINE unconditional of DISABLE_INLINING (otherwise there are
multiple definitions of these functions)
- update lunatic/doc/lpeg-lunatic.patch to apply against the LPeg 0.12 I just
downloaded
git-svn-id: https://svn.eduke32.com/eduke32@4937 1a8010ca-5511-0410-912e-c29ae57300e0
In setview(), we now assert windowx2 < xdim. The only calling places where its
non-violation is non-trivial to ascertain are (1) showview from CON and
(2) draw-to-tile for look-sideways in game.c. AFAICS case 1 should be fine.
Case 2 is adapted; see comments there.
git-svn-id: https://svn.eduke32.com/eduke32@4935 1a8010ca-5511-0410-912e-c29ae57300e0