Commit Graph

8104 Commits

Author SHA1 Message Date
Christoph Oelckers 6dcd7e2557 - do not crash on badly defined walls where the end point is missing. 2021-09-12 18:18:26 +02:00
Christoph Oelckers 585f841f96 - core shader override block, backported from GZDoom. 2021-09-12 18:18:26 +02:00
Christoph Oelckers 61bc90949b - Blood: fixed super secret notification on the level summary screen. 2021-09-12 18:17:51 +02:00
Christoph Oelckers 0e82d75325 - SW: fixed recursive saving of panel sprites 2021-09-12 18:17:50 +02:00
Christoph Oelckers bad57f6a5f - clear pspAsArray at the beginning of a save/load operation, not at the end.
If done at the end it may leave behind some stale data if saving or loading fails for some reason.
2021-09-12 18:17:50 +02:00
Christoph Oelckers e13426ec6e - SW: avoid crashing when unwinding from a savegame loading error.
The linked list may be incomplete in this case.
Also kept the macro unmangling done to debug this code.
2021-09-12 18:17:50 +02:00
Christoph Oelckers 3c3da13d3f - fixed seqKill actor variant. 2021-09-12 18:17:27 +02:00
Christoph Oelckers fefc9e91da - rename weaponhit to DDukeActor.
Just make do with one name instead of aliasing it.
2021-08-30 08:12:39 +02:00
Christoph Oelckers 2b6bc414f5 - Duke: fixed a few places using a sprite index where a player index is needed. 2021-08-30 08:08:33 +02:00
Christoph Oelckers 0bd0923f44 - cleaned up some dirty code. 2021-08-30 08:07:40 +02:00
Christoph Oelckers 07eda3cb4a - Duke: don't process input when not in a game. 2021-08-30 08:06:26 +02:00
Christoph Oelckers bac1480997 - Blood: fixed use of bad index variable in condCheckSector 2021-08-28 18:00:13 +02:00
carnivoroussociety deefbcf431 Use PlayerName() 2021-08-28 16:46:01 +10:00
carnivoroussociety 2b44f8e79d Carry over team flag fix from nblood 2021-08-28 16:46:01 +10:00
carnivoroussociety 049665e03e Fixed bug collecting lifeleech with ignited tnt/spray 2021-08-28 16:46:01 +10:00
Mitchell Richters 2fbfa82fe8 - Blood: Add interpolated weapon QAVs to `WeaponInit()` and `WeaponPrecache()` functions. 2021-08-28 16:43:17 +10:00
Mitchell Richters 726edc199e - Blood: Add `SetQAV()` static function to abstract away from directly setting the player's `weaponQav` variable to allow us to properly reset the framerate QAV timer values to 0 as well. 2021-08-28 16:43:17 +10:00
Mitchell Richters 3c09f41b43 - Blood: Use more precision for flicker, quake and tilt effects. 2021-08-28 16:43:16 +10:00
Christoph Oelckers dc0d201275 - Blood: added serialization for the tracking conditions array. 2021-08-27 18:23:04 +02:00
Mitchell Richters 656ec8ef06 - Blood: Apply a slightly better fix for the akimbo shotgun animation `kQAV2SHOTF2` (res_id: 61).
* The issue here is that `pPlayer->weaponTimer` reaches 0 before the animation plays out. This is because the QAV timer has its own ticrate independent of the game's timer.
* A workaround like this is still the best approach for now as its not easily possible to remove `weaponTimer` within the game without messing up the trigger system that runs at ticrate.
2021-08-27 22:18:57 +10:00
Christoph Oelckers f3e10a595d - Blood: fixed pod fireballs not exploding.
Looks like something went wrong with cleaning out the broken code that once was here.
2021-08-27 13:25:01 +02:00
Christoph Oelckers e010dce812 - Blood: fixed occasionally disappearing sprites when hitting something with the tesla gun. 2021-08-26 09:31:32 +02:00
Christoph Oelckers 9b061f9829 - Blood: fixed crash with Gargoyle projectiles.
Thanks, MSVC, for not warning about this... :(
2021-08-26 08:18:24 +02:00
Christoph Oelckers 1fbaeceada - Blood: avoid double free of sprites.
This happened to me once in Death Wish.
2021-08-26 08:18:23 +02:00
carnivoroussociety 03e6bb3696 Skip CheckProximityWall when newSectCheckMethod is set
Fixes edge case where CheckProximityWall misses
2021-08-26 08:02:11 +02:00
Mitchell Richters 6d06f063f6 - Blood: Directly use the incoming `loopable` bool from `gi->AddQAVInterpProps()` in the `QAVInterpProps` struct.
* During the initial implementation, there were more flags than this single one. I don't foresee any further flags coming so lets go for cleaner code.
2021-08-26 11:20:26 +10:00
Mitchell Richters 37f8fc8b0d - Allow disabling of load screens like how they were before the move of ScreenJob from native code to ZScript. 2021-08-26 10:34:00 +10:00
Mitchell Richters f44d695245 - Fix some warning messages in the `defineqav` DEF parser. 2021-08-26 10:33:24 +10:00
Christoph Oelckers c80831555c - Blood: fixed broken missile collision checks.
Curse that stupid bit masking madness in clipmove. As long as this code isn't properly abstracted, we still need to handle it on the game side.
2021-08-25 08:47:40 +02:00
Christoph Oelckers 0cad0b9258 - reformatting the mess created by TortoiseMerge. 2021-08-25 08:46:31 +02:00
Christoph Oelckers c288de920d - Blood: don't abort the INI scanner if it finds a file with resource file index 0.
0 is also used for on-the-fly addition of data to the file system, so this must run through the entire directory to be safe.
2021-08-24 18:40:29 +02:00
Mitchell Richters fd149e50ee - Remove early return from `GrpScan()` that was allowing addons to come through even if they weren't valid.
* Raze configured to only search $PROGDIR with a single `worldtour.grp` file would attempt to autoload even if its dependency CRC wasn't present. Attempted to re-arrange function but had mixed results. Removing this early return is what worked under all test cases.
2021-08-24 20:56:28 +10:00
Christoph Oelckers 90b7524706 - SW: fixed episode indexing resulting in bad display on the automap. 2021-08-24 09:57:36 +02:00
Mitchell Richters 5a32000d1e - Blood: Interpolate the alpha and shade values when interpolating QAVs. 2021-08-24 10:07:58 +10:00
Mitchell Richters b1fa923f02 - Blood: Re-organise `QAVInterpProps` struct so that when statically declaring `forcedinterpdata`, only the required value needs passing. 2021-08-24 10:06:54 +10:00
Mitchell Richters 542f005565 - Blood: Fixed weapon switching while using Voodoo Doll playing its idle animation.
* Fixes #517.
2021-08-24 07:25:52 +10:00
Christoph Oelckers feb11a2f9a - fixed one merge conflict that managed to slip through. 2021-08-23 19:24:56 +02:00
Christoph Oelckers 0e7c61dc33 - tabified code. 2021-08-23 19:21:41 +02:00
Christoph Oelckers ac40e86ab2 - actSpawnSprite
# Conflicts:
#	source/games/blood/src/actor.cpp

# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:20:05 +02:00
Christoph Oelckers ebdb4927cc - got rid of a few sprite/xsprite references.
# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:19:36 +02:00
Christoph Oelckers 2cfb4f908e - actProcessSprites done.
# Conflicts:
#	source/games/blood/src/actor.cpp

# Conflicts:
#	source/games/blood/src/actor.cpp

# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:18:22 +02:00
Christoph Oelckers 7faebdcbf1 - first two loops of actProcessSprites split off and redone.
# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:15:18 +02:00
Christoph Oelckers ddcb12a8b2 - MoveMissile + actExplodeSprite.
# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:15:08 +02:00
Christoph Oelckers 29c2e68270 - tabified MoveDude
# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:13:29 +02:00
Christoph Oelckers 8c01c363a9 - replaced remaining access to sprite[] and xsprite[] in processed code.
# Conflicts:
#	source/games/blood/src/actor.cpp

# Conflicts:
#	source/games/blood/src/actor.cpp

# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:13:28 +02:00
Christoph Oelckers c1d52f7393 - replaced all occurences of gDudeExtra and moved that struct into DBloodActor.
# Conflicts:
#	source/games/blood/src/ai.cpp
2021-08-23 19:13:28 +02:00
Christoph Oelckers 4fed1debe4 - moveDude part 1. 2021-08-23 19:13:28 +02:00
Christoph Oelckers 3aa9d6f8be - MoveThing.
# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:12:58 +02:00
Christoph Oelckers 6d958135e0 - give TMap a proper move constructor and assignment operator. 2021-08-23 19:05:31 +02:00
carnivoroussociety e74e581637 Fix issues with self collision on MoveMissile()
Only with new accurate clipmove() use
2021-08-23 18:40:38 +02:00