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