Commit graph

1838 commits

Author SHA1 Message Date
Christoph Oelckers
eb6aac4c43 - fixed compile 2020-06-21 23:46:17 +02:00
Christoph Oelckers
0dacfb0049 - fixed compile 2020-06-21 22:53:08 +02:00
Christoph Oelckers
e9925eee0f - preparation work.
# Conflicts:
#	source/core/gamecontrol.cpp
2020-06-21 20:59:07 +02:00
Christoph Oelckers
9687facc88 - removed dead timerUninit call 2020-06-20 11:47:21 +02:00
Dino Bollinger
ba4eb3f906 Fix crash during demo playback caused by a mistake in 5132b41f 2020-06-17 17:10:11 +02:00
Dino Bollinger
a5085c3631 Expose newgamecustom menu and submenu index to CON (read-only).
New userdef struct members: ud.m_newgamecustom, ud.m_newgamecustomsub
2020-06-17 17:10:11 +02:00
Dino Bollinger
79d3a36106 Duke3D: Fix frozen players floating in mid-air 2020-06-17 17:10:11 +02:00
Richard C. Gobeille
815df3ed38 Duke3d: fix player still being able to look around while frozen 2020-06-17 17:10:11 +02:00
Mitchell Richters
db5a4b49eb - Duke3D: Fix issues caused from cherry pick from upstream.
This change from a5c9a702e9 needs to be dropped due to how we're handling one_eighty_count as per 2129d3b4e7.
2020-06-17 17:10:11 +02:00
Dino Bollinger
54ce1b5c06 Fix minor memory leak in Net_Connect()
# Conflicts:
#	source/duke3d/src/network.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
4e9144dd20 Duke3d: fix GREENSLIME issue introduced by 6335a9a2e515329a159b03ba0c8a32136dc6ac42 2020-06-17 12:26:04 +02:00
Richard C. Gobeille
54d9a1a711 Duke3d: add some labels for the different GREENSLIME states 2020-06-17 12:26:04 +02:00
Richard C. Gobeille
5574f0bd74 Duke3d: add player .somethingonplayer check to GREENSLIME, and reset the player's .somethingonplayer to -1 if the player is dead 2020-06-17 12:26:04 +02:00
Richard C. Gobeille
39b1c3cee9 Duke3d: fix longstanding bug with unfrozen GREENSLIME
This fixes some undefined behavior that occurred as a result of reading far past the bounds of slimeFrames[].
2020-06-17 12:26:04 +02:00
Dino Bollinger
d3b6991846 Duke3D: This should fix players being able to superjump out of water 2020-06-17 12:26:03 +02:00
Richard C. Gobeille
28911435d9 Duke3d: fix regression with the Devastator's ability to damage sprites in sectors other than the sector the rocket hit
Fixes terminx/eduke32#62.
2020-06-17 12:26:03 +02:00
Richard C. Gobeille
a5c9a702e9 Duke3d: fix jittery view on moving sectors
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60.

# Conflicts:
#	source/duke3d/src/actors.cpp
#	source/duke3d/src/game.cpp
#	source/duke3d/src/premap.cpp
2020-06-17 12:26:02 +02:00
Richard C. Gobeille
f5aa302475 Duke3d: fix issue with player movement not being locked when crushing shrunken enemies
Fixes terminx/eduke32#59.
2020-06-17 12:26:02 +02:00
Richard C. Gobeille
5e4fd35738 Duke3d: fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
Fixes #56.
2020-06-17 12:26:02 +02:00
Christoph Oelckers
2c2b871083 - fixed texture validation checks. 2020-06-17 12:26:02 +02:00
Christoph Oelckers
b753ea5db7 - preparations for passing palette lookup textures through the low level texture code. 2020-06-17 12:26:01 +02:00
Christoph Oelckers
2a29dbf793 - use backend independent code to render the camera textures. 2020-06-14 21:57:21 +02:00
Christoph Oelckers
946da7d622 - moved the textures used for the animations into the texture manager.
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
2020-06-14 20:27:13 +02:00
Christoph Oelckers
d4cdb31464 - backend update to make the ZScript compiler work. 2020-06-14 18:58:30 +02:00
Mitchell Richters
7b3ad35cc2 - Duke3D & RR: Always process cheats even while paused.
* Resolves https://forum.zdoom.org/viewtopic.php?f=340&t=68961
2020-06-13 17:53:29 +02:00
Christoph Oelckers
1311db9ac9 - changed all places clearing the screen in 2D display code to use the 2D drawer's ClearScreen method. 2020-06-12 20:52:01 +02:00
Christoph Oelckers
60b18c7ec9 - Blood: use the 2D drawer to clear the screen for 2D display. 2020-06-12 20:31:23 +02:00
Christoph Oelckers
4f0e3adfbb - removed pointless constexpr declaration on numeric constants. 2020-06-12 16:49:35 +02:00
Christoph Oelckers
3b7f494a88 Merge branch 'master' of https://github.com/coelckers/Raze 2020-06-12 16:44:14 +02:00
Mitchell Richters
d79a5d256d - fix joystick scaling for all games.
* Repairs https://forum.zdoom.org/viewtopic.php?f=340&t=67239 and https://forum.zdoom.org/viewtopic.php?f=340&t=67933
* Values that come from GZDoom backend are too low to be suitable for the Build games which were dividing by 'analogExtent'.
* Remove definition of analogExtent from all games and define in inputstate.h, then define joyaxesScale as 75% of analogExtent to provide a bit of headroom and not have a scale of 1.0 be full speed.
* Invert the returned results of GetAxes() as the returned floats are reversed for build games.
* Leverage scaleAdjustmentToInverval() on game-side code to consistently scale the input irrespective of frame rate, vsync etc.
2020-06-12 16:44:08 +02:00
Christoph Oelckers
f2d075e0d0 - code cleanup. 2020-06-12 00:37:40 +02:00
Christoph Oelckers
9aa2224110 - remove the remains of Lunatic from RR code. 2020-06-07 10:46:22 +02:00
NY00123
a54d408d59 Duke3D: Remove KEEPINSYNC comments referencing LUA code
# Conflicts:
#	source/duke3d/src/_functio.h
#	source/duke3d/src/duke3d.h
#	source/duke3d/src/game.h
#	source/duke3d/src/global.h
2020-06-07 10:38:55 +02:00
NY00123
ec11d22caf Use static instead of LUNATIC_EXTERN
# Conflicts:
#	source/build/include/build.h
#	source/duke3d/src/gamedef.cpp
2020-06-07 10:36:43 +02:00
NY00123
3592118e25 source/duke3d/src/actors.h: Remove last remaining mention of the
LUNATIC macro in Duke3D. AC_ACTIONTICS and AC_MOVFLAGS are still used.
2020-06-07 10:34:13 +02:00
NY00123
ea06e35025 source/duke3d/src/osdcmds.cpp:osdcmd_spawn: Remove
LUNATIC-specific code while defining the two loop vars at once.

# Conflicts:
#	source/duke3d/src/osdcmds.cpp
2020-06-07 10:34:12 +02:00
NY00123
40abf17f2f Duke3D: Remove a few more LUNATIC-specific definitions and macro references 2020-06-07 10:33:53 +02:00
NY00123
db71bb9ba7 source/duke3d/src/gamevars.cpp: Remove LUNATIC definition of ADDWEAPONVAR
# Conflicts:
#	source/duke3d/src/gamevars.cpp
2020-06-07 10:33:40 +02:00
NY00123
6a4960c774 source/duke3d/src/gamevars.cpp: Remove POSTADDWEAPONVAR, since this
is a no-op in non-LUNATIC builds, which will be the only ones to stay.
2020-06-07 10:33:18 +02:00
NY00123
fe020facf9 source/duke3d/src/player.cpp: Remove LUNATIC implementation of
G_HandlePal. In fact, let's not use a separate P_HandlePal function.
2020-06-07 10:33:17 +02:00
NY00123
a1bfbb0b21 source/duke3d/src/premap.cpp:P_ResetTintFade: Remove LUNATIC-specific
assignment, but keep the function instead of separately setting pals.f.
2020-06-07 10:33:17 +02:00
NY00123
c93ec9e405 source/duke3d/src/network.cpp: Remove LUNATIC-specific code 2020-06-07 10:33:17 +02:00
NY00123
7cf7ccfd05 source/duke3d/src: Remove almost all "#ifdef LUNATIC" blocks.
Surrounding "#if !defined LUNATIC"/"#endif" pairs are also covered.

# Conflicts:
#	source/duke3d/src/astub.cpp
#	source/duke3d/src/cmdline.cpp
#	source/duke3d/src/demo.cpp
#	source/duke3d/src/duke3d.h
#	source/duke3d/src/game.cpp
#	source/duke3d/src/game.h
#	source/duke3d/src/gamedef.cpp
#	source/duke3d/src/gamedef.h
#	source/duke3d/src/gameexec.cpp
#	source/duke3d/src/gameexec.h
#	source/duke3d/src/gamevars.cpp
#	source/duke3d/src/gamevars.h
#	source/duke3d/src/namesdyn.cpp
#	source/duke3d/src/osdcmds.cpp
#	source/duke3d/src/premap.cpp
#	source/duke3d/src/savegame.cpp
#	source/duke3d/src/savegame.h
#	source/duke3d/src/sbar.cpp
#	source/duke3d/src/screens.cpp
2020-06-07 10:33:16 +02:00
Richard C. Gobeille
a0876223ab Assignments
# Conflicts:
#	source/build/src/clip.cpp
2020-06-07 10:17:33 +02:00
Dino Bollinger
f3ed580b82 Prevent tripbombs from being placed at extreme distances.
Technically, an overflow is still possible, but with unsigned integers
it is highly unlikely to satisfy (sum_squares < 290*290) in practice.

# Conflicts:
#	source/duke3d/src/player.cpp
2020-06-04 21:39:14 +02:00
Jordon Moss
10511c4fee Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn. 2020-06-04 21:38:12 +02:00
Jordon Moss
dd8192ebbf Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn. 2020-06-04 21:38:12 +02:00
Richard C. Gobeille
d92f56f36f Duke3d: mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value
This is so I can tell the difference between actor .t_data[] values that are actually set to something defined in CON versus bullshit arbitrary internal usage of the same variable, which I need for a future commit.
2020-06-04 20:20:30 +02:00
Richard C. Gobeille
e353d38665 Duke3d: improve WT FLAMETHROWERFLAME enemy type check
I don't expect anyone to make an EDuke32-compatible WT mod where other enemies shoot FLAMETHROWERFLAME, but if they do the behavior will at least be consistent across enemy types.
2020-06-04 20:20:30 +02:00
Richard C. Gobeille
91d9883845 Duke3d: optimize A_RadiusDamage()
This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.

# Conflicts:
#	source/duke3d/src/actors.cpp
2020-06-04 20:20:29 +02:00