Christoph Oelckers
17737eea85
- wrapped hitscan in a variant returning an actor.
2020-11-03 20:43:38 +01:00
Christoph Oelckers
768487584e
- aim and all calling instances.
...
This also takes care of RR's chicken arrow storing an actor reference in lotag.
2020-11-03 20:42:03 +01:00
Christoph Oelckers
8268c1b538
- shootfireball, shootflamethrowerflame, shootknee
2020-11-03 20:21:53 +01:00
Christoph Oelckers
6ee856b8c1
- added missing 'break' to SE code.
...
This caused the car in RR's first level to go too fast.
2020-11-03 20:21:30 +01:00
Christoph Oelckers
3fdeedcae7
- player.cpp is free of array references, except one that's unavoidable for now.
2020-11-03 19:25:07 +01:00
Christoph Oelckers
79f850d126
- PlayerColorChanged, hits, hitasprite.
2020-11-03 19:21:44 +01:00
Christoph Oelckers
1fcd5eef47
- CON game access interface done.
2020-11-03 19:21:44 +01:00
Christoph Oelckers
f5cccb0df2
- actorflag, actorfella, automap, animateaccess, holoduke spawn, initreactor.
...
# Conflicts:
# source/games/duke/src/game_misc.cpp
2020-11-03 19:21:43 +01:00
Christoph Oelckers
2db8ace275
- eliminated all array accesses in game_misc.cpp.
2020-11-03 19:21:43 +01:00
Christoph Oelckers
61013af910
- fixed three crashes found when testing WW2GI.
2020-11-03 19:21:43 +01:00
Christoph Oelckers
a514910aa4
- use an actor pointer in Get/SetGameVarID's parameters to weed out the ordering screwups.
2020-11-03 19:21:43 +01:00
Christoph Oelckers
de92287d0b
- fixed the messed up parameter order of OnEvent.
...
This should serve as a textbook example why passing around indices is a very, very bad idea!
2020-11-03 19:21:42 +01:00
Christoph Oelckers
c1b5b17541
- removed a few references in animatesprites.
2020-11-03 19:21:42 +01:00
Christoph Oelckers
3ea6887c43
- replaced a bit more.
2020-11-03 19:21:42 +01:00
Christoph Oelckers
2c573a720b
- starting at the bottom of player_r.cpp.
2020-11-03 19:21:42 +01:00
Christoph Oelckers
33f730baf3
- replaced "sprite[p->i]" globally.
2020-11-03 19:21:42 +01:00
Christoph Oelckers
b5309a6410
- some quick'n easy replacements.
2020-11-03 19:21:42 +01:00
Christoph Oelckers
cd70818d54
- added a few NULL checks.
2020-11-03 07:12:11 +01:00
Christoph Oelckers
b2497b346c
- use GetActor() wrapper in hud weapon code.
2020-11-03 07:06:30 +01:00
Christoph Oelckers
f729f7d7a3
- renamed a few things in animatesprites.
...
This function will need special handling later, for now let's just reduce the work surface to a few pointers.
2020-11-03 07:06:30 +01:00
Christoph Oelckers
ac58dd8017
- execute.
2020-11-03 07:06:30 +01:00
Christoph Oelckers
8f815f9391
- LoadActor.
2020-11-03 07:06:29 +01:00
Christoph Oelckers
da9c4d90a2
- parse - part 7.
2020-11-03 07:06:29 +01:00
Christoph Oelckers
38817c3bee
- parse - part 6.
2020-11-03 07:06:29 +01:00
Christoph Oelckers
aa3d1fdcad
- parse - part 5.
2020-11-03 07:06:29 +01:00
Christoph Oelckers
7438b57f23
- parse - part 4.
2020-11-03 07:06:29 +01:00
Christoph Oelckers
59d9138b77
- parse - part 3.
2020-11-03 07:06:28 +01:00
Christoph Oelckers
65fc6dd3c7
- parse - part 2.
2020-11-03 07:06:28 +01:00
Christoph Oelckers
8bdeb66dcb
- parse - part 1.
2020-11-03 07:06:28 +01:00
Christoph Oelckers
0fac102c26
- renamed variables in ifcansee.
2020-11-03 07:06:28 +01:00
Christoph Oelckers
83217ee620
- ifcansee.
2020-11-03 07:06:27 +01:00
Christoph Oelckers
83b47f60b3
- ifcanshoottarget.
2020-11-03 07:06:27 +01:00
Christoph Oelckers
ea9a8642b0
- doactor.
...
# Conflicts:
# source/games/duke/src/gameexec.cpp
2020-11-03 07:06:27 +01:00
Christoph Oelckers
669fcc967f
- cheats.cpp and ccmds.cpp handled.
...
# Conflicts:
# source/games/duke/src/cheats.cpp
2020-11-03 07:06:27 +01:00
Christoph Oelckers
ad84c8149e
- the rest of sectors.cpp
2020-11-03 07:06:27 +01:00
Christoph Oelckers
4236f800f6
- operateactivators and operatemasterswitches.
2020-11-03 07:06:26 +01:00
Christoph Oelckers
7635fc9ad6
- operatesectors.
2020-11-03 07:06:26 +01:00
Christoph Oelckers
326ca9e172
- handle_st28,
2020-11-03 07:06:26 +01:00
Christoph Oelckers
06695073d0
- handle_st27.
2020-11-03 07:06:26 +01:00
Christoph Oelckers
d4c53226d0
- handle_st25.
2020-11-03 07:06:26 +01:00
Christoph Oelckers
fd8ee214f5
- handle_st23.
2020-11-03 07:06:25 +01:00
Christoph Oelckers
e6507887d3
- handle_st20.
2020-11-03 07:06:25 +01:00
Christoph Oelckers
2afbbcb157
- handle_st29.
2020-11-03 07:06:25 +01:00
Christoph Oelckers
7c491742f9
- handle_st15.
2020-11-03 07:06:25 +01:00
Christoph Oelckers
c9c649d3f8
- crash fix with null pointer.
2020-11-03 07:05:51 +01:00
Christoph Oelckers
88adef3caa
- split up operatesectors into more digestable pieces.
2020-11-03 07:03:01 +01:00
Christoph Oelckers
4dd9be7b6d
..
...
- activatewarpelevators
2020-11-03 06:52:26 +01:00
Christoph Oelckers
1a300aa220
- fixed GC crash with new statusbar code.
...
It looks GZDoom never run in the case where using Create<> to create an object this left a pointer uninitialized.
To be safe, use Calloc instead of Malloc to get the memory for the new object so that everything is nulled.
2020-11-03 06:51:42 +01:00
Christoph Oelckers
8d1409a708
- bring weaprec handling of RR in line with Duke.
...
This code set a sprite index where a tile number is expected by all other code checking this array.
In the stock game this should never trigger, though, as the actor being checked is the burning dynamite which cannot be picked up again as-is.
2020-11-03 06:51:29 +01:00
Christoph Oelckers
595a2156e4
- fixed bad spawn owner in refactored loop.
2020-11-02 21:45:36 +01:00