Mitchell Richters
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b9e1cbb5de
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- gamecontrol.h: Move getHalfLookAng() into PlayerAngle struct as look_anghalf() .
* Uses internal struct variables at full BAM precision.
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2020-11-26 16:37:37 +11:00 |
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Christoph Oelckers
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0b115ac9c7
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- Exhumed: added a countdown display for the magic spells in the fullscreen HUD.
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2020-11-24 21:04:27 +01:00 |
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Christoph Oelckers
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7470286d5b
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- Exhumed: Switch sounds must use CHANF_LISTENERZ because they use no z-coordinate for their position.
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2020-11-24 00:14:32 +01:00 |
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Christoph Oelckers
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8cbd67974e
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- Exhumed: fixed typo in player taunt code.
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2020-11-23 19:32:12 +01:00 |
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Christoph Oelckers
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2fda1b9d52
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- Exhumed: fixed positioning of the player's scream sound.
This was played on the wrong actor - the calling code passed 0 instead of the player's actual sprite index.
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2020-11-23 18:38:58 +01:00 |
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Christoph Oelckers
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169d708547
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- removed all remaining uses of tilesiz.
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2020-11-23 08:55:02 +01:00 |
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Christoph Oelckers
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d60bc8be9f
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- replaced all remaining uses of tilesiz[].y
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2020-11-23 08:39:49 +01:00 |
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Christoph Oelckers
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bbf1352db1
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- replaced approx 1/3 of all accesses to the tilesiz wrapper class.
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2020-11-23 00:18:30 +01:00 |
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Mitchell Richters
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5ba2e7863d
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- binaryangle.h: Add asbuildf() method to all classes and use where appropriate.
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2020-11-22 21:18:12 +01:00 |
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Mitchell Richters
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0190a98a10
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- Remove calcSinTableValue() inline function and clean up use of PI /fPI and BANG2RAD #defines.
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2020-11-22 21:18:10 +01:00 |
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Mitchell Richters
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6b66a958d0
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- buildutils: Replace calcSinTableValue() use within Exhumed with bsinf() /bcosf() .
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2020-11-22 21:18:10 +01:00 |
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Mitchell Richters
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bae4d77427
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- buildutils: Replace sintable[] use within Exhumed with bsin() /bcos() .
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2020-11-22 21:18:03 +01:00 |
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Mitchell Richters
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cf6188b034
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- buildutils: Replace Sin() and Cos() from Exhumed with bsin() /bcos() .
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2020-11-22 21:18:02 +01:00 |
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Mitchell Richters
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8aa7051f78
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- buildutils.h: Replace FSin() from Exhumed with bsinf() /bcosf() .
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2020-11-22 21:18:02 +01:00 |
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Christoph Oelckers
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3bd48fb8c5
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- Exhumed: Fixed CalcPosVel not initializing the vel parameter.
This caused spurious errors in OpenAL if the passed values were NANs or INFs.
Fixes #183
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2020-11-22 20:34:57 +01:00 |
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Christoph Oelckers
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143dd3d2cf
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- fixed weapon cycling in Exhumed.
The sword was checked for ammo (and failed) and wraparound was not handled.
Fixes #193
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2020-11-22 18:59:59 +01:00 |
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Christoph Oelckers
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c6c9b26af2
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- do not specifically look in the 'music' directory for CD tracks.
Prepending of 'music/' is done automatically for all music not found without a path so this only limits options.
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2020-11-22 12:51:13 +01:00 |
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Mitchell Richters
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2c1b53ad1c
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- Exhumed: Get GOG music playing without any user intervention required.
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2020-11-22 22:35:45 +11:00 |
|
Christoph Oelckers
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d089aa8d2e
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- moved Blood's and Exhumed's d_menu.cpp back into the gameprojects
With the new autoseg code this separation is not needed anymore.
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2020-11-13 11:25:43 +01:00 |
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Christoph Oelckers
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96fbfdcf86
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- made hires replacements work for untranslated fonts.
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2020-11-10 21:34:49 +01:00 |
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Christoph Oelckers
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f24786af71
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- Exhumed: Use 0 as transparent color index for the energy tile.
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2020-11-09 19:16:43 +01:00 |
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Mitchell Richters
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9e026d5042
|
- Exhumed: Partially address issues with LEV20 energy towers in #159.
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2020-11-08 12:48:23 +11:00 |
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Mitchell Richters
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ade1a80515
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- gameinput.cpp: Remove crouch bool from applylook() since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust in the prototype to 1 .
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2020-11-07 18:25:06 +11:00 |
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Mitchell Richters
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6e3d414b3c
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- inputstate.cpp: Move checkCrouchToggle() from gameinput.ccp into ApplyGlobalInput() and use static bool for crouch toggling vs. game-side bool.
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2020-11-07 18:16:16 +11:00 |
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Mitchell Richters
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4ef0d20e0e
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- gameinput.cpp: Consolidate checkCrouchToggle() from Duke with discrete implementations from Blood in 7c8efde38c and Exhumed in 032db82f82 to unify the functionality.
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2020-11-07 13:44:25 +11:00 |
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Mitchell Richters
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032db82f82
|
- Exhumed: Add crouch toggle mechanism.
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2020-11-07 13:27:58 +11:00 |
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Mitchell Richters
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2d903ed918
|
- Exhumed: Skip over weapons owned but without ammo when doing WeapSel_Next /WeapSel_Prev .
* Fixes #148.
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2020-11-06 23:25:55 +11:00 |
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Mitchell Richters
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e3c6873410
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- Exhumed: Move bullet puff animations up by 4096 units to give the illusion of more accurate aiming.
* Fixes #149.
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2020-11-06 23:02:57 +11:00 |
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Mitchell Richters
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f2e50161a5
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- Exhumed: Fix issues on start of Level 20 following changes in 0c95aee8f5 .
* Fixes #152.
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2020-11-06 22:02:14 +11:00 |
|
Christoph Oelckers
|
7a482c6284
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- make DHUDFont an object.
|
2020-10-31 13:20:54 +01:00 |
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Christoph Oelckers
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7de6528a1f
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- the status bars work as objects.
# Conflicts:
# source/common/menu/menudef.cpp
|
2020-10-31 13:20:54 +01:00 |
|
Christoph Oelckers
|
37024df405
|
- Status bar draw code is now identical with GZDoom's.
|
2020-10-31 13:20:00 +01:00 |
|
Christoph Oelckers
|
3a0c84d3ca
|
- split statusbar.cpp in two.
To keep Raze-exclusive content out of the main file that's about to be edited.
|
2020-10-31 13:19:59 +01:00 |
|
Christoph Oelckers
|
668c34d4c1
|
- ensure for all games that deleting a sprite unlinks all sounds from it.
This was only present in Duke but is needed for all games.
|
2020-10-29 00:08:06 +01:00 |
|
Christoph Oelckers
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8bfb0b1e20
|
- do not dim the objects of the Exhumed background screen.
This was for dimming the console background but since the console already dims its background itself it made the background nearly opaque black.
|
2020-10-25 09:22:17 +01:00 |
|
Christoph Oelckers
|
f02cf7e067
|
- fixed issues with fog setup and added missing fog to Exhumed's red palette.
Foggy lookups should not attempt to calculate a fade ramp, that does not work if the color gets brighter with distance.
Fixes #143
|
2020-10-24 20:33:33 +02:00 |
|
Christoph Oelckers
|
ce03813ab1
|
- Exhumed: Fixed the invulnerability item.
Fixes #137
|
2020-10-24 18:03:06 +02:00 |
|
Mitchell Richters
|
d90badef6f
|
- Exhumed: Amend b6ec41e2b1 to ensure next/prev weapon is actually available before trying to switch to it.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70266.
|
2020-10-22 19:30:04 +11:00 |
|
Christoph Oelckers
|
db4f0d041e
|
- all iterators in Exhumed handled.
|
2020-10-15 20:22:40 +02:00 |
|
Mitchell Richters
|
fb91fc49a3
|
- processMovement(): Add commentary around avel constants used within function and how they came to be. Also clean up some left-over code.
|
2020-10-15 20:12:34 +11:00 |
|
Christoph Oelckers
|
0c95aee8f5
|
- some quick renames.
|
2020-10-15 01:34:28 +02:00 |
|
Christoph Oelckers
|
a34525574c
|
- Exhumed: Cleanup of RestartPlayer
Use pointers instead of endless array accesses to the same element.
|
2020-10-14 00:19:39 +02:00 |
|
Christoph Oelckers
|
df86a11d23
|
- fixed palette of Exhumed's game over screen.
|
2020-10-13 23:29:12 +02:00 |
|
Christoph Oelckers
|
99b4a64a67
|
- removed the PSPTwoDSetter
This is no longer needed because all weapon drawing is using the proper interface now.
|
2020-10-13 21:38:24 +02:00 |
|
Christoph Oelckers
|
20248d8e08
|
- fixed a few CCMDs which were blocked in the console.
|
2020-10-12 19:48:47 +02:00 |
|
Mitchell Richters
|
b6ec41e2b1
|
- Exhumed: Make WeaponSel_Prev /WeaponSel_Next operable.
|
2020-10-12 22:31:57 +11:00 |
|
Christoph Oelckers
|
1757ef2aa6
|
- split the game input code off gamecontrol.cpp into its own file.
|
2020-10-11 16:33:43 +02:00 |
|
Christoph Oelckers
|
8e1c71b867
|
Merge branch 'InputContinuation'
|
2020-10-11 15:24:51 +02:00 |
|
Christoph Oelckers
|
f3f6bad1f8
|
- Exhumed: Wrapped the logo retrieval code into getter functions and removed the game type macros.
|
2020-10-11 14:30:45 +02:00 |
|
Christoph Oelckers
|
df42230b45
|
- Exhumed: converted all #define constants to enums.
|
2020-10-11 14:30:45 +02:00 |
|