Mitchell Richters
80291f9cb7
- For RR, pass vehicle TiltStatus through to backend as the double that it is.
2020-08-03 11:06:23 +10:00
Mitchell Richters
8526bd6a17
- interpolate weapon HUD for RR and make full use of calcSinTableValue()
's double precision.
2020-08-03 11:05:41 +10:00
Mitchell Richters
70794df76c
- remove bitwise & operations on calls to calcSinTableValue()
since they're no longer necessary, and remove last use of sintable[]
from hudweapon_d.cpp.
2020-08-03 09:19:14 +10:00
Christoph Oelckers
d083e12967
- added the "back" sound to the menu.
2020-08-02 22:14:58 +02:00
Christoph Oelckers
8acc4101be
- simplified calcSinTableValue and inlined it.
...
There's no need for all this magic voodoo - the sin function already returns the proper values all by itself.
2020-08-02 22:03:22 +02:00
Christoph Oelckers
9606601554
- wraooed "q16look_ang / (2. * FRACUNIT)" in an inline function.
...
No need to write it out each time, this wpuld be a nightmare if it ever had to be refactored.
2020-08-02 21:45:57 +02:00
Mitchell Richters
0bcb37860a
- interpolate p->weapon_pos
for smooth switching of weapons.
2020-08-02 21:20:54 +02:00
Mitchell Richters
85dcffc442
- use new fmulscale16()
static inline for high precision interpolation in place of manual code.
2020-08-02 21:20:54 +02:00
Mitchell Richters
9c8593018b
- define new function calcSinTableValue()
to calculate an equivalent sintable[]
entry.
...
* Returns a true double result.
* Also supports fractional input for fractional input. That is, if `sintable[1]` = 50 and `sintable[2]` = 100, `calcSinTableValue(1.5)` = 75.
* Increased precision of `BANG2RAD` define to use double and not float.
* As such, revert addition of `sintablef[]`.
2020-08-02 21:20:54 +02:00
Mitchell Richters
abb23a7bd0
- fix remaining interpolation issue with weapon swaying when taking off again from a stand-still.
2020-08-02 21:20:53 +02:00
Mitchell Richters
6fd6926d8d
- remove duplicate line.
2020-08-02 21:20:53 +02:00
Mitchell Richters
11b3f5a78a
- increase precision of local variable x
for displaypistol()
.
2020-08-02 21:20:53 +02:00
Mitchell Richters
184465460e
- make full use of sintablef[2048]
.
2020-08-02 21:20:53 +02:00
Mitchell Richters
977ddc5aa8
- make full use of Q16.16 resolution for player's angle and horizon values.
2020-08-02 21:20:52 +02:00
Mitchell Richters
3a4a224877
- interpolate p->weapon_sway
.
2020-08-02 21:20:52 +02:00
Mitchell Richters
4499e05b06
- pass smoothratio
through to displayweapon()
.
2020-08-02 21:20:52 +02:00
Mitchell Richters
0c12436092
- change returned value for CalcSmoothRatio()
from int to double and pass through to displayrest()
for future use with displayweapon()
.
...
* `displayrooms()` ultimately should be adjusted as well. For now, just relying on integer truncation as this is just a proof of concept.
# Conflicts:
# source/core/gamecontrol.cpp
# source/core/gamecontrol.h
2020-08-02 21:20:52 +02:00
Mitchell Richters
0aca26e197
- determine smoothRatio
immediately after a potential change to ototalclock
has occurred.
2020-08-02 20:57:08 +02:00
Mitchell Richters
1cf857e788
- create an enum for MaxSmoothRatio and replace multiple hard-coded uses of '65536' constant.
2020-08-02 20:57:08 +02:00
Christoph Oelckers
9dac66b6f0
- fudging for the broken FIRE animation.
...
Unfortunately the only thing that can be done here from inside the engine is to increase the likelihood of the animation actually starting.
Ideally the broken script should be replaced but with the way CON replacements are done this is not possible.
2020-08-01 17:54:38 +02:00
Christoph Oelckers
4332d02885
- fixed sound playback for doors etc.
...
The play code locked out the MUSICANDSFX actor but never properly checked for the sound being finished.
Fixes #87
2020-08-01 11:56:02 +02:00
Christoph Oelckers
76ba45ac8d
- fixed the reactor for good.
...
Fixes #70
2020-08-01 09:55:48 +02:00
Christoph Oelckers
f75d30d858
- partial reactor fix.
...
This fixes the position of the debris - but there's still something else as the lightning beam still doesn't get removed.
2020-08-01 01:04:17 +02:00
Christoph Oelckers
c7c59d33ff
- always set the spam timer when a quote is supposed to be printed, even if it gets rejected.
2020-07-31 21:16:07 +02:00
Christoph Oelckers
6d24a20f5c
- QUOTE_DEAD may never repeat.
...
This gets spammed hard enough to get past the timer filter.
2020-07-31 21:14:43 +02:00
Christoph Oelckers
b6cb0ce1a1
- consolidated shade to light conversion
2020-07-31 20:58:55 +02:00
Mitchell Richters
24b0e4438e
- Reset p->oq16horizoff
to p->q16horizoff
in resetplayerstats()
.
2020-07-31 14:23:58 +10:00
Mitchell Richters
ecf8bb699a
- Reset p->oq16look_ang
to p->q16look_ang
in resetplayerstats()
.
2020-07-31 14:21:10 +10:00
Christoph Oelckers
d0909b8224
- calculate proper distances in the sound code.
...
The original code didn't factor in that z has a different scale than x and y and use a function with severe precision issues.
Fixes #81
2020-07-31 00:08:39 +02:00
Christoph Oelckers
0ac11955df
- improve message spam prevention.
2020-07-30 21:09:11 +02:00
Christoph Oelckers
6980c64f7b
- BONUS_SPEECH1-4 are not continuous.
...
Fixes #83
2020-07-30 18:36:52 +02:00
Mitchell Richters
02dfa10d27
- remove redundant if statement left over from 2260c2353d
.
2020-07-30 08:49:01 +10:00
Mitchell Richters
2260c2353d
- re-factor interpolation backups into discrete functions for calling from multiple places.
...
Fixes #66 .
2020-07-30 08:24:27 +10:00
Christoph Oelckers
347ed51036
- refactored Blood's main loop.
...
* moved Smacker video playing code into the backend, so now all games can play all supported video formats
* logos and level intro/exit videos use ScreenJob
2020-07-29 23:18:08 +02:00
Christoph Oelckers
0958bccade
Disabled all adult censoring in Duke and RR.
...
Aside from being "authentic" the parental lock is just a stupid feature with often unwanted side effects.
2020-07-29 22:43:06 +02:00
Christoph Oelckers
5faf202b97
- fixed missing speech at the end of E1L2.
...
This was caused by a broken check for adult mode.
Fixes #33 .
2020-07-29 22:40:29 +02:00
Christoph Oelckers
e9b3e8ae09
- when in single player, always play talk sounds from the player actor.
...
It seems some places manage to play these sounds from undefined actors that may or may not be in range.
Fixes #75
2020-07-29 22:26:14 +02:00
Christoph Oelckers
a861126657
- fixed incorrect sprite being passed to reactor() function.
2020-07-29 20:59:32 +02:00
Christoph Oelckers
bd3b2bc5bf
- always align the "loogies" to a virtual 320x200 screen to render them consistently.
2020-07-29 20:04:57 +02:00
Christoph Oelckers
fb184388a2
- un-spam the "protective boots on" message
...
Fixes #72
2020-07-29 19:38:21 +02:00
Christoph Oelckers
5776f69d92
- transfer palette to gibs for LIZTROOP
...
EDuke did it for all actors - not sure if that is right. Needs checking.
2020-07-29 19:31:24 +02:00
Mitchell Richters
9f391c3e9f
- possible fix for continual rotscrnang thrashing when dead that was reported in #66 .
2020-07-29 18:57:06 +10:00
Mitchell Richters
9c1faaa3ac
- scaling consistency changes from uplifting Redneck Rampage HUDs.
2020-07-29 18:36:50 +10:00
Mitchell Richters
d72e69ac55
- FullscreenHUD1 tweaks for Redneck Rampage.
2020-07-29 18:36:23 +10:00
Mitchell Richters
f2fca857be
- FullscreenHUD2 tweaks for Redneck Rampage.
2020-07-29 15:38:56 +10:00
Mitchell Richters
b77a0809fa
- Statusbar tweaks for Redneck Rampage.
2020-07-29 15:09:08 +10:00
Mitchell Richters
742fab83df
- properly scale imgWeap x position based on length of ammo string.
...
* Simple divisor based on length of string was insufficient, ammo sprite was too close to ammo count when ammo string length was 1-2.
* Using chain-cannon with ammo levels at 100, 10 and 1, at 2560x1440 the sprite is always 48px from the 1 in the ammo count.
2020-07-29 14:13:35 +10:00
Mitchell Richters
72c4a5281c
- move inventory item used amount down 0.5px in Duke FullscreenHUD1 to perfectly line it up.
2020-07-29 09:17:57 +10:00
Mitchell Richters
1fc117341e
- add oq16ang
to weaponhit struct to allow interpolation of security cameras at full precision.
...
* Improves implementation from f64083bda9
.
2020-07-29 08:39:33 +10:00
Mitchell Richters
843cc94b6f
- readability improvements for all the long-winded interpolation code.
2020-07-29 07:10:28 +10:00