Commit graph

21374 commits

Author SHA1 Message Date
Christoph Oelckers
4ca8015ecd SW: fixed some bad sprite definitions and cleaned out unused data 2023-11-27 16:17:31 +01:00
Christoph Oelckers
5e72265bfa SW: fix vertical spread for the Uzi 2023-11-27 16:08:17 +01:00
Christoph Oelckers
4644bfcbc7 SW: fixed rotations for the rocket sprite. 2023-11-26 21:53:58 +01:00
Christoph Oelckers
3b4b0bd3c5 Duke: fixed keycard colors on alt. HUD. 2023-11-26 18:04:54 +01:00
Christoph Oelckers
9a6c5aff55 re-add Zilla's states to saveable data. 2023-11-21 23:32:15 +01:00
Christoph Oelckers
707eee9147 fix chembomb state sequence. 2023-11-21 18:31:10 +01:00
Christoph Oelckers
0666e3372c Exhumed: fix crash on bad player animation sequence. 2023-11-20 17:46:42 +01:00
Christoph Oelckers
86584b54ec Duke: remove setting the xflip flag for sprites rendered in a mirror
The new renderer handles this internally so this flag will just un-flip the sprite again.
2023-11-20 17:46:42 +01:00
Christoph Oelckers
4c33f534ca fix ChangeLevel when called for ending the game. 2023-11-20 17:46:41 +01:00
Christoph Oelckers
215d929df7 SW: moved State out of the __legacyState struct. 2023-11-13 16:42:20 +01:00
Mitchell Richters
1cb3a930f2 - Fix pitch clamping for GameInput::getInput(). 2023-11-13 20:44:47 +11:00
Christoph Oelckers
7c727efc0c - names2.h cleanup. 2023-11-12 21:58:18 +01:00
Christoph Oelckers
4396d4132e - deleted conpic.h 2023-11-12 21:55:30 +01:00
Christoph Oelckers
7bf3c57d5d - use texture names for the panel overlays. 2023-11-12 21:54:39 +01:00
Christoph Oelckers
bf8cdad155 - use spritedefs for panel sprites. 2023-11-12 21:42:51 +01:00
Christoph Oelckers
6c0696dd26 - SW: migrated PSP animators to VM functions. 2023-11-12 15:33:43 +01:00
Christoph Oelckers
44f8cf8db6 - deleted build.h and clip.h, now that both are empty. 2023-11-12 14:45:24 +01:00
Christoph Oelckers
43f4962561 - got rid of the global compatibility modes and made 'precise' a parameter for clipmove.
This better reflects how this stuff gets used.
2023-11-12 14:45:24 +01:00
Christoph Oelckers
5bfe62d7b6 - move the clip object collection loop into its own function. 2023-11-12 14:45:24 +01:00
Christoph Oelckers
bac866e772 - use BFSSectorSearch to drive the clipmove collection loop.
This gets rid of another bunch of both code and data.
2023-11-12 14:45:23 +01:00
Christoph Oelckers
3da1966cc7 - moved the clip object storage into the clip object and floatified it. 2023-11-12 14:45:23 +01:00
Christoph Oelckers
ea530cbc49 - float version of clipmove's slope sprite collector.
This could be simplified quite a bit by leveraging the info returned by GetFlatSpritePosition.
2023-11-12 14:45:23 +01:00
Christoph Oelckers
ede7a7ac12 - float version of clipmove's floor sprite collector. 2023-11-12 14:45:23 +01:00
Christoph Oelckers
3ea993140b - new floating point version of clipmove's wall sprite checker. 2023-11-12 14:45:23 +01:00
Christoph Oelckers
4acbfef1dc - float version of face sprite collector. 2023-11-12 14:45:23 +01:00
Christoph Oelckers
3e3df527d2 - rewrote the remaining parts of clipmove's wall collector. 2023-11-12 14:45:22 +01:00
Christoph Oelckers
c2a2743872 - removed the old wall checker code and all dependencies. 2023-11-12 14:45:22 +01:00
Christoph Oelckers
9b8252e2da - reimplemented the wall collision check for clipmove. 2023-11-12 14:45:22 +01:00
Christoph Oelckers
aed69bd4c2 we're past 1.8 now 2023-11-12 14:44:43 +01:00
Christoph Oelckers
207a917275 build script added. 2023-11-12 14:43:28 +01:00
Christoph Oelckers
29499753a6 text update 2023-11-12 13:20:54 +01:00
Christoph Oelckers
82472d0109 bump savegame version. 2023-11-12 12:32:12 +01:00
Christoph Oelckers
6984b7d6db Exhumed: do raw serialization of FreeListArray.
This is for robustness reasons, there were occurences where this did not properly restore everything as intended.
2023-11-12 12:04:08 +01:00
Christoph Oelckers
c62418006c SW: fixed coolie death animation. 2023-11-12 08:59:55 +01:00
Christoph Oelckers
b7ed7824d9 Blood: fix ammo count for 2 items. 2023-11-12 08:41:39 +01:00
Christoph Oelckers
f4e479d39d move M_Calloc out of the #ifndef BSD etc... block. 2023-11-11 22:46:53 +01:00
Mitchell Richters
f399caa69d - Duke: Fix missed symbolic constant from 13d57cdbd6. 2023-11-12 08:42:25 +11:00
Christoph Oelckers
34129e8484 - Don't inline M_Calloc() calls because GCC is shit.
* Fixes #1009.
2023-11-12 08:41:51 +11:00
Christoph Oelckers
13d57cdbd6 use symbolic constant in two places close to the last commit. 2023-11-11 09:51:30 +01:00
Christoph Oelckers
2cf474bddc Duke/RR: fixed player dying when falling from great heights while god mode being on. 2023-11-11 09:45:19 +01:00
Mitchell Richters
f4fee750d5 - Duke: Remove incur_damage() from dispatcher.
* Only used locally within `processinput()` for each game.
2023-11-10 12:00:50 +11:00
Mitchell Richters
7dbd38c84a Revert "- clamp player sprite's xvel between 0 and 512 to stop it going into the negative with rapid posx/posy changes due to teleporting."
This reverts commit cf548e055e.

* Shouldn't be necessary now with doubles instead of integers for coordinates.
* Affected spot in commit message appears fine upon testing.
2023-11-10 12:00:50 +11:00
Mitchell Richters
669a6e8ac0 - Duke: Tidy up return setup in checkp(). 2023-11-10 12:00:50 +11:00
Mitchell Richters
d034d20cd1 - Duke: Use checkp() in ParseState::parse() to remove some duplicated code. 2023-11-10 12:00:50 +11:00
Mitchell Richters
fd394cddad - Duke: Remove a few remaining triple negations missed in 7498be6f5d. 2023-11-10 12:00:49 +11:00
Mitchell Richters
489e535992 - Blood: Clean up player vel code following InputPacket changes. 2023-11-10 12:00:49 +11:00
Christoph Oelckers
7a5d89c851 use FTranslationID in the 2D drawer. 2023-11-09 23:19:48 +01:00
Christoph Oelckers
752b67c5a7 use FTranslationID in the model code. 2023-11-09 23:19:48 +01:00
Christoph Oelckers
c19fd602d5 migrate to FTranslationID support
So far this only adapts to the changes in the backend without making further use of this type.
2023-11-09 23:19:48 +01:00
Christoph Oelckers
990cf3eafc gave translations a dedicated scripted type.
This is needed for implementing reliable serialization of custom translations. As long as they are merely ints they cannot be restored on loading a savegame because the serialization code does not know that these variables are special.
2023-11-09 23:19:48 +01:00