Christoph Oelckers
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e010dce812
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- Blood: fixed occasionally disappearing sprites when hitting something with the tesla gun.
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2021-08-26 09:31:32 +02:00 |
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Christoph Oelckers
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9b061f9829
|
- Blood: fixed crash with Gargoyle projectiles.
Thanks, MSVC, for not warning about this... :(
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2021-08-26 08:18:24 +02:00 |
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Christoph Oelckers
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1fbaeceada
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- Blood: avoid double free of sprites.
This happened to me once in Death Wish.
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2021-08-26 08:18:23 +02:00 |
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carnivoroussociety
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03e6bb3696
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Skip CheckProximityWall when newSectCheckMethod is set
Fixes edge case where CheckProximityWall misses
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2021-08-26 08:02:11 +02:00 |
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Mitchell Richters
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6d06f063f6
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- 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.
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2021-08-26 11:20:26 +10:00 |
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Christoph Oelckers
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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.
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2021-08-25 08:47:40 +02:00 |
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Christoph Oelckers
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0cad0b9258
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- reformatting the mess created by TortoiseMerge.
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2021-08-25 08:46:31 +02:00 |
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Christoph Oelckers
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c288de920d
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- 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.
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2021-08-24 18:40:29 +02:00 |
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Christoph Oelckers
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90b7524706
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- SW: fixed episode indexing resulting in bad display on the automap.
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2021-08-24 09:57:36 +02:00 |
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Mitchell Richters
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5a32000d1e
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- Blood: Interpolate the alpha and shade values when interpolating QAVs.
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2021-08-24 10:07:58 +10:00 |
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Mitchell Richters
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b1fa923f02
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- Blood: Re-organise QAVInterpProps struct so that when statically declaring forcedinterpdata , only the required value needs passing.
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2021-08-24 10:06:54 +10:00 |
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Mitchell Richters
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542f005565
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- Blood: Fixed weapon switching while using Voodoo Doll playing its idle animation.
* Fixes #517.
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2021-08-24 07:25:52 +10:00 |
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Christoph Oelckers
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feb11a2f9a
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- fixed one merge conflict that managed to slip through.
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2021-08-23 19:24:56 +02:00 |
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Christoph Oelckers
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0e7c61dc33
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- tabified code.
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2021-08-23 19:21:41 +02:00 |
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Christoph Oelckers
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ac40e86ab2
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- actSpawnSprite
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
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2021-08-23 19:20:05 +02:00 |
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Christoph Oelckers
|
ebdb4927cc
|
- got rid of a few sprite/xsprite references.
# Conflicts:
# source/games/blood/src/actor.cpp
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2021-08-23 19:19:36 +02:00 |
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Christoph Oelckers
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2cfb4f908e
|
- actProcessSprites done.
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
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2021-08-23 19:18:22 +02:00 |
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Christoph Oelckers
|
7faebdcbf1
|
- first two loops of actProcessSprites split off and redone.
# Conflicts:
# source/games/blood/src/actor.cpp
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2021-08-23 19:15:18 +02:00 |
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Christoph Oelckers
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ddcb12a8b2
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- MoveMissile + actExplodeSprite.
# Conflicts:
# source/games/blood/src/actor.cpp
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2021-08-23 19:15:08 +02:00 |
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Christoph Oelckers
|
29c2e68270
|
- tabified MoveDude
# Conflicts:
# source/games/blood/src/actor.cpp
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2021-08-23 19:13:29 +02:00 |
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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
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c1d52f7393
|
- replaced all occurences of gDudeExtra and moved that struct into DBloodActor.
# Conflicts:
# source/games/blood/src/ai.cpp
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2021-08-23 19:13:28 +02:00 |
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Christoph Oelckers
|
4fed1debe4
|
- moveDude part 1.
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2021-08-23 19:13:28 +02:00 |
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Christoph Oelckers
|
3aa9d6f8be
|
- MoveThing.
# Conflicts:
# source/games/blood/src/actor.cpp
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2021-08-23 19:12:58 +02:00 |
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carnivoroussociety
|
e74e581637
|
Fix issues with self collision on MoveMissile()
Only with new accurate clipmove() use
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2021-08-23 18:40:38 +02:00 |
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Mitchell Richters
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4ffd02b1e1
|
- Blood: Declare qavGetInterpType() as static within qav.cpp.
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2021-08-23 21:00:45 +10:00 |
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Mitchell Richters
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276c000f9f
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- Blood: Add mechanism to be able to force QAV interpolation based on picnum for testing purposes and not for end-user usage.
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2021-08-23 20:54:30 +10:00 |
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carnivoroussociety
|
2365be7c95
|
Add modern map kViewEffectSpotProgress support
Fix kViewEffectShowWeapon positional/angle offset for voodoo doll
|
2021-08-23 19:28:32 +10:00 |
|
Mitchell Richters
|
62e1fdf709
|
- Blood: Fix handling of QAVs defined as loopable while interpolating.
|
2021-08-23 12:05:13 +10:00 |
|
Mitchell Richters
|
ddc7b3d730
|
Merge branch 'master' into master
|
2021-08-23 11:40:05 +10:00 |
|
Mitchell Richters
|
ebdc9c31f2
|
- Blood: Ensure new QAV timer doesn't process while game is paused.
|
2021-08-23 11:05:08 +10:00 |
|
Mitchell Richters
|
1ee6fd76c4
|
Merge branch 'blood-qavrework'
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
# source/games/blood/src/weapon.cpp
|
2021-08-23 11:02:09 +10:00 |
|
Mitchell Richters
|
d7450e12f0
|
- Blood: Re-add interpolated weapon QAVs in an externalised, disabled-by-default fashion.
|
2021-08-23 10:55:08 +10:00 |
|
Mitchell Richters
|
6975997ae3
|
- Blood: Remove weaponQAV[] array entirely.
|
2021-08-23 10:49:47 +10:00 |
|
Mitchell Richters
|
5bfdd74844
|
- Blood: Revert "- Blood: Ensure looped QAVs interpolate using last frame in the array."
|
2021-08-23 09:32:00 +10:00 |
|
Mitchell Richters
|
916241dcdb
|
- Blood: Implement defineqav DEF parser with hookup to game-side code.
|
2021-08-23 09:00:47 +10:00 |
|
Mitchell Richters
|
da78160cd1
|
- Blood: Revert code to dump out QAVs to disk and remove all hard-coded interpolation repairs.
|
2021-08-22 21:20:15 +10:00 |
|
carnivoroussociety
|
72225c9b8c
|
Added various missing item/ammo types to common_game.h
Renamed kAmmoItemVoodooDoll->kItemAmmoVoodooDoll
Renamed kMissileFireballNapam->kMissileFireballNapalm
|
2021-08-22 17:49:02 +10:00 |
|
Mitchell Richters
|
499e400cdb
|
- Blood: Add command-line switch to dump repaired QAVs back out to disk so that they can be included in raze.pk3.
* This required restoring the original struct temporarily to ensure contents dumped to disk were 1:1 with how they came in.
|
2021-08-22 15:22:58 +10:00 |
|
Mitchell Richters
|
a681aad281
|
- Blood: Add interpolation repair and properties for kQAVLITEFLAM (res_id: 5).
|
2021-08-22 15:03:20 +10:00 |
|
Mitchell Richters
|
6256de8013
|
- Blood: Extend interpolation repair for kQAVBUNUP (res_id: 16) to add missing tile in first frame.
|
2021-08-22 11:23:29 +10:00 |
|
Mitchell Richters
|
2edbd3447c
|
- Blood: Extend interpolation properties for kQAVBUNFUSE (res_id: 21) to stop interpolating all tiles after frame 6 and not just tile index 4.
|
2021-08-22 10:55:01 +10:00 |
|
Mitchell Richters
|
7e8ec89a68
|
- Blood: Add interpolation repair for kQAVSTAFDOWN (res_id: 119).
|
2021-08-22 08:18:17 +10:00 |
|
Mitchell Richters
|
a03848d1f8
|
- Blood: Add interpolation repair for kQAVSTAFIRE4 (res_id: 116).
|
2021-08-22 08:18:14 +10:00 |
|
Mitchell Richters
|
fb084734e3
|
- Blood: Add interpolation repair for kQAVVDSPEL1 (res_id: 110).
|
2021-08-22 08:18:00 +10:00 |
|
Mitchell Richters
|
0172373650
|
- Blood: Add interpolation repair for kQAVVDDOWN (res_id: 109).
|
2021-08-22 08:17:50 +10:00 |
|
Mitchell Richters
|
95878bcea1
|
- Blood: Add interpolation repair for kQAVVDFIRE4 (res_id: 106) and kQAVVDFIRE5 (res_id: 107).
|
2021-08-22 08:17:47 +10:00 |
|
Mitchell Richters
|
d34fd124b7
|
- Blood: Add interpolation repair for kQAVVDFIRE3 (res_id: 105).
|
2021-08-22 08:17:44 +10:00 |
|
Mitchell Richters
|
a3a2cd8da8
|
- Blood: Add interpolation repair for kQAVVDFIRE1 (res_id: 103) and kQAVVDFIRE2 (res_id: 104).
|
2021-08-22 08:17:37 +10:00 |
|
Mitchell Richters
|
dd1e716082
|
- Blood: Extend backported voodoo doll fix from BloodGDX to always use kQAVVDIDLE2 when the player is moving. As kQAVVDIDLE2 has moving frames and is not a static idle animation, call it via StartQAV() so that weaponTimer is started.
|
2021-08-22 08:17:33 +10:00 |
|