Commit graph

1887 commits

Author SHA1 Message Date
Christoph Oelckers
fcf04a7df1 - delete unused variable. 2022-01-13 12:27:40 +01:00
Mitchell Richters
40ffb23b44 - Duke: Directly check the backend input code's crouch_toggle to always remain crouched after pausing, even if the first tic doesn't have input.
* This is needed because unlike the other games, Duke doesn't have any decent state manager for the player like Blood and SW do.
2022-01-13 21:54:56 +11:00
Christoph Oelckers
85cce1128a - do proper handling of the 'no shadow' case for Duke's bad guys.
Using a flag like RedNukem instead of hacking dispicnum, which occasionally does reach the renderer and causes problems.
2022-01-13 00:42:34 +01:00
Christoph Oelckers
ddcee4ecbf - split up g_visibility into two variables.
This is preparation for experimenting with the weapon flashes that can be quite annoying with how they brighten distant parts of the level far more than nearby parts.
2022-01-11 00:12:32 +01:00
Christoph Oelckers
da5a92852f - cleanup of Duke's actor flags. 2022-01-11 00:12:32 +01:00
Christoph Oelckers
e892de21ec - preparations for unlimited tsprites.
Right now it is a no-op because Polymost cannot deal with this properly.
2022-01-11 00:12:32 +01:00
Christoph Oelckers
3c54495c58 - Duke: hardened the sound controller a bit by flagging the callsound call from doanimations as most likely terminating.
This allows avoiding unnecessary sound repeats on some doors.
A real fix is not possible with the broken setup here - the sound controller can only implicitly toggle its state so it is likely that improper use is frequent.
2022-01-09 23:03:11 +01:00
Christoph Oelckers
0f925d4cc0 - Duke: fixed monster sight sounds not being played. 2022-01-09 21:25:02 +01:00
Christoph Oelckers
e1661e0de1 - Duke: disabled sound limiting.
This does not work with how the game uses sounds. Unlike Doom the sound engine in DOS Duke has no channel limit so any sound can play as many times as the game deems fit.
2022-01-09 15:18:35 +01:00
Christoph Oelckers
694f44774f - Duke: added missing z-offset in hits.
Among other things, this made throwing pipebombs on slopes misbehave.
2022-01-09 14:43:59 +01:00
Christoph Oelckers
a50430bf68 - Duke: fixed SE02's handling of sloping sectors. 2022-01-09 13:38:10 +01:00
Christoph Oelckers
3c2c53c7e1 - fixed NAM's sniper rifle.
This was using one of WW2GI's apl* variables, but shouldn't.
2022-01-08 21:42:44 +01:00
Christoph Oelckers
70087ebc12 - fixed: The new renderer still called the Polymost screen finish function.
This led to a second, redundant postprocessing step with incorrect matrix values.
It now calls screen->Update() directly without the unneeded stuff, but this required a bit of reordering in the game code to ensure that the renderer receives the weapon data to display.
2022-01-08 13:50:47 +01:00
Christoph Oelckers
5759bcc1a6 - Duke/RR: removed all in-game assignments to g_visibility.
These are remnants of the software renderer which used it to calculate light fading but with the current hardware renderers none of these ever reach the renderer, the values are never used.
2022-01-08 13:49:06 +01:00
Mitchell Richters
771a84338e - Fix typo in MOVEFTA flag (was NOVEFTA). Thanks Gaerzi! 2022-01-08 22:30:34 +11:00
Christoph Oelckers
a3162f6ccf - renamed testnewrenderer CVAR. 2022-01-07 12:49:41 +01:00
Mitchell Richters
e5bcb8ee61 - Duke: Repair issues with handle_se32() following lost Sgn() call.
* Originated from "- first batch of routing all write access to sectortype::ceilingz and floorz through a function interface.".
2022-01-05 22:45:33 +11:00
Mitchell Richters
eca3c29261 - Duke: Fix nullptr issue in RR's processinput_r(). 2022-01-05 19:22:21 +11:00
Christoph Oelckers
5ff7d45f7f - Duke/RR: better handling for one random kill scenario in the player movement code.
Using the same appoach as EDuke32 - instead of outright killing the player it will first reset its position and retry the pushmove check.
2022-01-05 09:20:54 +01:00
Mitchell Richters
9de4b4753a - Duke: Add nullptr check to haskey(). 2022-01-05 18:05:15 +11:00
Mitchell Richters
b422b049c1 - Duke: Fix bad interp check in RR's dofurniture(). 2022-01-05 10:03:33 +11:00
Mitchell Richters
874f9952f8 - Duke: Fix bad clipmove result check in movesprite_ex_r(). 2022-01-05 09:50:22 +11:00
Christoph Oelckers
47b9de1fb4 - RR: interpolate moving furniture. 2022-01-04 17:18:25 +01:00
Christoph Oelckers
33aee54113 - RR: interpolate jaildoors and minecarts. 2022-01-04 17:18:25 +01:00
Christoph Oelckers
45b88277a3 - Platoon Leader: Set explicit sky offset for the third episode's orange sky. 2022-01-04 17:17:58 +01:00
Christoph Oelckers
8dedcf94d3 - Duke: removed special precaching for sky texture
Due to precomposition these single tiles will never be rendered anyway.
2022-01-04 17:17:58 +01:00
Mitchell Richters
6414a4ce78 - Duke: Add nullptr check to footprints() code. 2022-01-04 22:44:11 +11:00
Christoph Oelckers
226807db34 - RR: fixed wakeup check logic in movefta.
Essentially the feature must be on for all RR actors and off for all Duke actors.
RR's original logic here to exclude animals was broken and non-functional.
2022-01-04 09:39:55 +01:00
Mitchell Richters
783dd98641 - Duke: Fix nullptr check for Duke and RR that was causing a crash in a glitched spot in RR's E1L1. 2022-01-04 14:00:18 +11:00
Christoph Oelckers
1d091ae395 - merged both movefta functions, using the already defined flags instead of explicit picnum checks. 2022-01-02 15:59:24 +01:00
Christoph Oelckers
e42fc5e743 - use the newly added flag to consolidate ifhitsector. 2022-01-02 12:27:36 +01:00
Christoph Oelckers
cc6d52013d - made Duke actor flags type safe and added a few new definitions that are not active yet. 2022-01-02 10:17:44 +01:00
Christoph Oelckers
cd599a7a15 - Duke: abstracted all checks for TILE_APLAYER with an isPlayer method. 2021-12-31 18:51:43 +01:00
Christoph Oelckers
3eb640658f - don't typedef MATTGAMEVAR 2021-12-31 13:12:20 +01:00
Christoph Oelckers
61d4d06783 - RRRA: fixed typo in portal setup. 2021-12-30 22:16:39 +01:00
Christoph Oelckers
552668418a - moved opos and oang to DCoreActor. 2021-12-30 18:21:02 +01:00
Christoph Oelckers
7f62df517d - moved all interpolate* methods from spritetypebase to DCoreActor.
The places where it was used on tsprites were redone to use the actor's base coordinate, which at the point of the operation would always be the same.
2021-12-30 17:32:31 +01:00
Christoph Oelckers
c10fb1278a - moved the backup... methods to DCoreActor. 2021-12-30 17:10:08 +01:00
Christoph Oelckers
6c381d4392 - removed sector() method from low level sprite type. 2021-12-30 16:58:48 +01:00
Christoph Oelckers
5498699faf - use DCoreActor::sector() wherever possible. 2021-12-30 16:51:56 +01:00
Christoph Oelckers
88e4bb9f79 - moved sectno method to DCoreActor. 2021-12-30 16:39:43 +01:00
Christoph Oelckers
f0b7fe4add - use setsector from DCoreActor.
Also did a bit of cleanup
2021-12-30 16:36:04 +01:00
Christoph Oelckers
af6ca40e3d - use DCoreActor::insector instead of spritetype::insector. 2021-12-30 16:24:51 +01:00
Mitchell Richters
225a2a39da - Duke: Replace player_struct noise_* variables with a vector. 2021-12-31 00:19:33 +11:00
Mitchell Richters
1e90b0bbbe - Duke: Replace player_struct bobposy with bobpos.Y calls. 2021-12-30 23:00:44 +11:00
Mitchell Richters
034e1fd175 - Duke: Replace player_struct bobposx with bobpos.X calls. 2021-12-30 23:00:44 +11:00
Mitchell Richters
f9b728d188 - Duke: Replace DDukeActor lastvy with ovel.Y calls. 2021-12-30 23:00:44 +11:00
Mitchell Richters
8932b2fc1d - Duke: Replace DDukeActor lastvx with ovel.X calls. 2021-12-30 23:00:43 +11:00
Mitchell Richters
0bc26e78ba - Duke: Replace player_struct loogiey[64] with loogie[64].Y calls. 2021-12-30 23:00:43 +11:00
Mitchell Richters
e196a4daa3 - Duke: Replace player_struct loogiex[64] with loogie[64].X calls. 2021-12-30 23:00:43 +11:00