Christoph Oelckers
ba69084aa5
- consolidated the movement block check after discovering that it wasn't handling things properly for all games.
2020-07-18 01:34:13 +02:00
Christoph Oelckers
47a0b14b43
- the main input function is also free of conflicts. That leaves 3 functions with roughly 4kb of code that cannot be redone without using EDuke code.
2020-07-18 00:59:10 +02:00
Christoph Oelckers
6c2600df51
- cleanup of the main input code.
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Only 8 kb code left that is clearly recognizable as coming from EDuke32.
2020-07-18 00:34:20 +02:00
Christoph Oelckers
1d685d24e9
- fixed handling of BitsToSend.
2020-07-17 22:19:22 +02:00
Christoph Oelckers
7bc2befc84
- consolidated the finalizing parts of the input code and fully merged most of the bike/boat handlers.
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Turned out that the only major difference was already split off into subfunctions.
2020-07-17 22:09:01 +02:00
Christoph Oelckers
61d08f41e0
- fixed DTA_KeepRatio.
2020-07-17 21:14:58 +02:00
Christoph Oelckers
d1b4c34ff9
- re-added the hud_input call that somehow got lost.
2020-07-17 21:09:07 +02:00
Christoph Oelckers
29e107ad24
- use CCMDs for weapon and inventory selection, courtesy of ZDuke.
2020-07-17 20:56:10 +02:00
Christoph Oelckers
01d3ca870d
- more consolidation between old and new input paths.
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This also simplifies the one_eighty handling to be closer to the original idea.
2020-07-17 11:46:23 +02:00
Christoph Oelckers
dc9c8a0e60
- consolidation of pitch code for aim mode 0.
2020-07-17 00:32:26 +02:00
Christoph Oelckers
7ba4e4de97
- weapon selection offloaded and cleaned up.
2020-07-16 23:32:00 +02:00
Christoph Oelckers
43c4c5eb5e
- consolidated some parts common to the 3 input routines.
2020-07-16 22:49:26 +02:00
Christoph Oelckers
ff9e2c3f5e
- same procedure for the motorcycle - and again roughly 10% of the input code down.
2020-07-16 19:16:56 +02:00
Christoph Oelckers
fca4bdcafb
- split out the main movement calculation out of P_PlayerInputBoat and used the original code for providing a replacement.
2020-07-16 18:58:31 +02:00
Christoph Oelckers
38751d19ac
- changed all SYNCINPUT #defines into runtime checks so that both parts can be used and consolidated the 4 versions of the SeaSick code.
2020-07-16 17:59:25 +02:00
Christoph Oelckers
2888f29e32
- reenable the logos.
2020-07-16 15:18:27 +02:00
Christoph Oelckers
f530732c46
- adjustments for input
2020-07-16 15:03:09 +02:00
Christoph Oelckers
55feadd11c
- render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes
2020-07-16 13:23:26 +02:00
Christoph Oelckers
a066c5bc4b
- make everything compile again.
2020-07-16 00:27:09 +02:00
Christoph Oelckers
39a6ab6f0e
- input update - safety commit
2020-07-15 23:44:07 +02:00
Christoph Oelckers
d139720607
- cleaned up the setup code and consolidated everything in a separate file.
2020-07-15 21:11:23 +02:00
Christoph Oelckers
ea6c74d0e6
- transitioned the local input handler.
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There wasn't anything EDuke32-specific in there - nearly everything mapped perfectly to JFDuke.
2020-07-15 19:48:04 +02:00
Christoph Oelckers
a0cd407632
- cleanup on pausing code.
2020-07-15 18:10:31 +02:00
Christoph Oelckers
381e15a9b2
- renamed playerdata_t::input back to sync and made it a static array again.
2020-07-15 13:10:18 +02:00
Christoph Oelckers
a9f152c1fe
- added JFDuke's label type checker and did some cleanup on the CON init code.
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Most importantly: Use dynamic buffers for managing the labels instead of hijacking some other storage space.
2020-07-15 12:34:42 +02:00
Christoph Oelckers
866be28da0
- clear the input state when starting a new map or loading a savegame.
2020-07-15 09:21:47 +02:00
Christoph Oelckers
99161e2e4a
- made ps an array of player_struct like it originally was.
2020-07-15 00:26:58 +02:00
Christoph Oelckers
2fd2ad2212
- sky code cleanup and transitioning of Duke's.
2020-07-15 00:06:19 +02:00
Christoph Oelckers
4598cf13d7
- reverted the frags array to its original form, moved InitRRRASkies to zz_common.cpp and deleted zz_premap.cpp.
2020-07-14 21:42:46 +02:00
Christoph Oelckers
d5689d3926
- removed net.h as well.
2020-07-14 21:31:15 +02:00
Christoph Oelckers
1e9679aceb
- removed faketimerhandler and the last static remains of EDuke's netcode.
2020-07-14 21:15:37 +02:00
Christoph Oelckers
af225abf80
...
2020-07-14 21:05:26 +02:00
Christoph Oelckers
05abc262ba
- removed libdivide for good and the unused C++ wrapper for fix16 along with it.
2020-07-14 20:57:42 +02:00
Christoph Oelckers
3cd475570c
- fixing problems.
2020-07-14 20:39:48 +02:00
Christoph Oelckers
424716bb88
- say goodbye to libdivide!
2020-07-14 20:21:16 +02:00
Christoph Oelckers
2f3d405f8b
- moved getatoken to scriptfile.cpp so common.cpp could be removed.
2020-07-14 19:51:54 +02:00
Christoph Oelckers
f9c03760a3
- removed setuptile DEF command due to the hacky implementation and general uselessness of what can be done with it.
2020-07-14 17:47:11 +02:00
Christoph Oelckers
fedeec73c7
- cleaned out some unused parts of engine.cpp
2020-07-14 17:35:19 +02:00
Christoph Oelckers
5655015691
- YAX is also gone now.
2020-07-14 16:06:14 +02:00
Christoph Oelckers
1d9d1396ac
- got rid of print.h (a.k.a. 'how not do design a text formatting library'.)
2020-07-14 15:41:19 +02:00
Christoph Oelckers
117e78cb3b
- removed clipshape feature as it is a feature of modern EDuke32 maps only.
2020-07-14 15:36:25 +02:00
Christoph Oelckers
19ef0cd295
- removed screentext and reverted Blood to its original text output.
2020-07-14 15:25:35 +02:00
Christoph Oelckers
1a0b388570
- removed a few tabledivide uses in the game modules
2020-07-14 14:08:59 +02:00
Christoph Oelckers
aa01adb2f1
- removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
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Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers
2e05ff532b
- got rid of the struct trackers.
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They were only used for handling an undefined case in the renderer but the overhead and side effects were too severe.
2020-07-14 13:51:03 +02:00
Christoph Oelckers
f307b2a954
- removed the old Duke and RR subprojects.
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These seriously stand in the way of backend cleanup that is needed to do a release based on the new code.
2020-07-14 13:09:34 +02:00
Christoph Oelckers
7e261425bb
- time to get rid of clockticks.hpp.
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Aside from its non-existent license it was also not the correct way to handle more precise view interpolation.
2020-07-14 13:00:52 +02:00
Christoph Oelckers
a93ed1e502
Merge branch 'master' into back_to_basics2
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# Conflicts:
# source/blood/src/view.cpp
# source/core/gamecontrol.cpp
2020-07-14 12:57:38 +02:00
Christoph Oelckers
9caf1ead91
- use the common interpolation function for Blood.
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This keeps the main calculation for time difference in one place.
2020-07-14 12:48:56 +02:00
Christoph Oelckers
893686709b
- removed the redundant rfreq factor from CalcSmoothRatio.
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I never realized it was redundant when consolidating the interpolation math into one function - originally this was done in a way that it wasn't obvious.
This also eliminates the dependency on refreshFreq which never actually made any sense.
2020-07-14 12:32:59 +02:00