Commit graph

7124 commits

Author SHA1 Message Date
Mitchell Richters
d3b95d4d70 - Build/Duke: Remove the only use case for drawrooms() inline wrapper and change getcamspriteang() to return binangle instead of a build angle. 2021-01-03 17:35:19 +11:00
Mitchell Richters
0cab84f17a - Duke: Backport EDuke32 commits b1e3f3bcf9c5214ae835d09e12cc41bac4f057ce & 4c4fdd1f4ab9381b60db06f37ec270850599e1ae in relation to swinging doors. 2021-01-03 15:45:38 +11:00
Mitchell Richters
9b7d07df90 - Duke: Fix flashing vehicle HUD when cl_syncinput 1 is set. 2021-01-03 09:55:25 +11:00
Rachael Alexanderson
fc7dada764 - sync from gzdoom 2021-01-02 07:52:59 -05:00
Mitchell Richters
86bb6b1cdc - Duke: Backport EDuke32 commit ac64e11553344084753cdd75abd898ec2c725a16 to fix buggy swinging doors, most apparent on E4L1. 2021-01-02 23:41:03 +11:00
Mitchell Richters
617dc8001c - Exhumed: Fix automap player smoothness. 2021-01-02 19:50:02 +11:00
Mitchell Richters
2ec79ad581 - Exhumed: Interpolate x/y/ang coordinates before passing to DrawOverheadMap(). 2021-01-02 19:49:06 +11:00
Mitchell Richters
aef6fddd3f - Blood: Fix automap player smoothness. 2021-01-02 19:41:48 +11:00
Mitchell Richters
b5e197d9be - Blood: Interpolate x/y/ang coordinates before passing to DrawOverheadMap(). 2021-01-02 19:36:46 +11:00
Mitchell Richters
fd026edc5c - SW: Interpolate automap player. 2021-01-02 18:44:07 +11:00
Mitchell Richters
21da658617 - Duke: Interpolate automap player. 2021-01-02 18:23:12 +11:00
Mitchell Richters
be12da6bfb - Automap: Put in framework to interpolate automap player. 2021-01-02 18:23:01 +11:00
Mitchell Richters
2fa2d93084 - Blood: Move synchronised input call to doslopetilting() above call to resetForcedSyncInput(). 2021-01-02 14:54:54 +11:00
Mitchell Richters
25eaeff0db - Wrap all g_gameType & GAMEFLAG_BLOOD checks into isBlood() inline. 2021-01-02 14:46:58 +11:00
Mitchell Richters
532d128afd - Blood: Migrate game's slopetilting code to calcviewpitch(). 2021-01-02 14:40:35 +11:00
Mitchell Richters
3516e4c3b0 - Blood: Don't use cl_viewbob to control bobbing overall, only cl_viewhbob and cl_viewvbob as exposed via the menus. 2021-01-02 13:16:15 +11:00
Mitchell Richters
5cfc528f5a - Exhumed: Don't clear localInput when copying to backend packet.
* Did this in 949e456018.
* Exhumed works differently...
2021-01-02 11:17:17 +11:00
Mitchell Richters
9833c94114 - Duke: Pass the player_struct through to FinalizeInput() in line with other functions. 2021-01-02 11:04:03 +11:00
Mitchell Richters
bcb838f3fb - Duke: Fix some broken checks in FinalizeInput() stemming from 5f33b0087f. 2021-01-02 10:43:03 +11:00
Mitchell Richters
4397646cc4 - Duke: Move cancellation of spin from FinalizeInput() into applylook() in gameinput.cpp. 2021-01-02 10:26:22 +11:00
Mitchell Richters
5f33b0087f - Duke: Comment out unused enum values but leave behind for reference purposes.
* In line with SW, should have been done with fb91fc49a3.
2021-01-02 10:09:42 +11:00
Mitchell Richters
4aae71f0ee - InputState::ClearAllInput(): Call resetTurnHeldAmt() when clearing input. 2021-01-02 10:00:29 +11:00
Mitchell Richters
e65e112281 - Duke: Remove local calculation of turboturntime for RRRA vehicles in lieu of backend solution. 2021-01-02 09:59:51 +11:00
Mitchell Richters
36c25ee2a0 - gameinput.cpp: Break out processMovement()'s turnheldamt calculations into functions. 2021-01-02 09:53:03 +11:00
Mitchell Richters
a1dd36ffee - Exhumed: Rename ps_input.h -> input.h. 2021-01-02 09:38:23 +11:00
Mitchell Richters
37d13e3ea3 - SW: Remove unused turnheldtime missed when doing 949e456018. 2021-01-02 09:32:38 +11:00
Mitchell Richters
3a801cbf5c - calcviewpitch(): Set scaleAdjust to default to 1 in prototype like other functions in gameinput.cpp. 2021-01-02 09:32:19 +11:00
Mitchell Richters
dac08a2cb9 - calcviewpitch(): Fix issue with returning horizoff to 0 from negative slope. 2021-01-02 01:15:58 +11:00
Mitchell Richters
8003753989 - Duke/SW: Move each game's check of cl_slopetilting into calcviewpitch() backend function. 2021-01-02 00:34:44 +11:00
Mitchell Richters
6d12159006 - Duke/SW: Consolidate each game's slopetilting function into backend solution.
* Based on SW's implementation purely for its commentary, but includes a fix from Duke's.
* Allow disabling Duke's slopetilting via `cl_slopetilting` like SW.
2021-01-02 00:30:11 +11:00
Mitchell Richters
3ec41e776c - SW: Clean up old auto aim/mouse aim bits. 2021-01-01 22:37:40 +11:00
Mitchell Richters
949e456018 - All Games: Slight tidy up of gi->GetInput() functions. 2021-01-01 21:33:00 +11:00
Mitchell Richters
571583ca9c - Duke: Store velocity scale in motoApplyTurn() as a variable like boatApplyTurn(). 2021-01-01 21:21:26 +11:00
Mitchell Richters
e8894eeab0 - WHaven: Replace all *mulscale*() function calls with ones in m_fixed.h. 2021-01-01 19:30:04 +11:00
Mitchell Richters
24e09055ca - m_fixed.h: Define MulScaleF() for floating point multiplying and scaling. 2021-01-01 19:29:26 +11:00
Mitchell Richters
449714667b - buildutils: Replace sintable[] use within remainder of WHaven's files with bsin()/bcos(). 2021-01-01 19:16:29 +11:00
Mitchell Richters
96aa6452ef - buildutils: Replace sintable[] use within WHaven's whani.cpp with bsin()/bcos(). 2021-01-01 19:16:07 +11:00
Mitchell Richters
bf06ac6460 - buildutils: Replace sintable[] use within WHaven's weapons.cpp with bsin()/bcos(). 2021-01-01 19:15:57 +11:00
Mitchell Richters
26c378936d - buildutils: Replace sintable[] use within remainder of WHaven's ai*.cpp files with bsin()/bcos(). 2021-01-01 18:54:13 +11:00
Mitchell Richters
60761ba779 - buildutils: Replace sintable[] use within WHaven's ai.cpp with bsin()/bcos(). 2021-01-01 18:51:25 +11:00
Mitchell Richters
a8d8335e2b - WHaven: Uplift sector/wall x/y panning in line with changes from d545eb7aa9 and 2cd3927613. 2021-01-01 17:44:59 +11:00
Mitchell Richters
a515426c68 Merge branch 'master' into witchaven2 2021-01-01 17:32:32 +11:00
Nikolay Ambartsumov
591f593888 [Blood] Fix negative priority event processing
Some sprites (for example, "Blood Drip" sprite type 702) cause
negative priority events to be added added to the event queue
on map initialization. Despite them being the highest priority
entries in the event queue, comparision with the game timer performs an
implicit unsigned conversion, which wrongly results in their priority
being considered much higher than the current in-game time, causing the
event loop to never advance. This commit fixes this problem.
2020-12-31 20:43:18 +01:00
Nikolay Ambartsumov
edd5b92c94 [Blood] Fix wrong sector path marker stat lookup 2020-12-31 20:43:18 +01:00
Christoph Oelckers
3ecd02dcac - downgrade overflow message to a debug warning. 2020-12-30 09:55:57 +01:00
Christoph Oelckers
b73b59cf66 - fixed badly inherited exception subclass. 2020-12-30 09:55:57 +01:00
Christoph Oelckers
0f8e73ce77 - inlined calc_globalshifts to get rid of two global variables. 2020-12-30 09:55:57 +01:00
Mitchell Richters
a0a710c56a - Duke: Fix camera horizon when viewing the screen from in-game.
* Leftover horizon offset that was missed when doing 09a05f354c.
2020-12-30 18:31:51 +11:00
Mitchell Richters
f2c6a23f38 - Duke: Allow horz input to go through when returning to center and horiz is abs(5) or less. This mimics the original behaviour where Duke would stop returning to center at 95/105. This allows faster mouse input to be applied instead of waiting for player's horizon to return to 0. 2020-12-30 18:04:30 +11:00
Mitchell Richters
5c87b7b894 - Return to center using tangent of pitch, as per original games (Duke/SW).
* Preserves the original return to center feel more accurately as original algorithm can't directly translate to pitch. If we ever get rid of Build's horizon throughout the games, this can go on the chopping block then as a necessity.
2020-12-30 18:04:00 +11:00
Mitchell Richters
0afaff2663 Revert "- Duke: Don't block horz input while returning to center."
This reverts commit 5f62058020.
2020-12-30 17:07:59 +11:00
Mitchell Richters
5f62058020 - Duke: Don't block horz input while returning to center.
* Player still returns to center after a fall or by looking/aiming up/down, but input breaks the return just like the other games.
* Fixes #220.
2020-12-29 16:48:28 +11:00
Mitchell Richters
14d41e9984 - Exhumed: Tune position of compass, ammo count and underwater lungs following changes in 220283d1ec.
Confirmed torch issue in #236 that 220283d1ec fixed still remains fixed.
2020-12-29 14:12:43 +11:00
Rachael Alexanderson
38faefa663 - set some install defaults for posix systems 2020-12-27 05:28:47 -05:00
Christoph Oelckers
220283d1ec - Exhumed: Made some adjustments to the status bar for original center alignment.
The 2D drawer in this old Build version did not properly center graphics with odd size due to integer math. Some graphics offsets are not correct due to this quirk unless such broken math is used to align them.
Fixes #236
2020-12-13 19:38:04 +01:00
Christoph Oelckers
3787e103d2 - use the same camera sprite selection logic as EDuke32 and RedNukem.
This is the only one that makes some sense.
2020-12-13 14:13:51 +01:00
Rachael Alexanderson
0c71cc4b38 - allow use of external libvpx library on windows 2020-12-13 02:30:26 -05:00
Rachael Alexanderson
218b0cfb03 - syncing these files over from GZDoom
- this does not actually yet build for Windows ARM64, but it does put the framework in place to make that possible in the near future
2020-12-12 09:20:02 -05:00
Christoph Oelckers
b58b21cca0 - Exhumed: The global variable holding the Ramses sprite index was not stored in a savegame.
As a result it could result in the player facing an incorrect direction if this variable had not been set in a previous session.
Fixes #235.
2020-12-11 19:33:06 +01:00
Christoph Oelckers
72df9c26d8 - Duke: fixed: SE31's handler overwrote the interpolation coordinates, which rendered interpolation ineffective.
Also removing some redundant coordinate copying. Since we save all sprite coordinates at the start of a frame, there is no need to do the same again in the stat handlers.
Fixes #237
2020-12-11 19:17:41 +01:00
Christoph Oelckers
dd7d661f9a - explicitly disable mipmapping for indexed textures.
It looks like this code was not handled properly.
2020-12-10 20:46:44 +01:00
Christoph Oelckers
ddd0b412ae - Exhumed: only run the level init code after loading a save, not after saving.
Fixes #221
2020-12-10 20:25:20 +01:00
Christoph Oelckers
6c36852ceb - SW: fixed positioning of the inventory bar. 2020-12-10 20:20:17 +01:00
Christoph Oelckers
5b78f84bd7 - Blood: only set 'isrunning' when the player is actually running and not when just the run key is held down.
The old logic does not work because the run toggle results in this button being continuously held down.
2020-12-10 19:23:38 +01:00
Christoph Oelckers
fdd9c10a55 - fixed: the statistics display didn't take the HUD's scale factor into account.
Fixes #229
2020-12-10 19:20:24 +01:00
Christoph Oelckers
a8fd2e7ec3 - RR: fixed inventory display overlapping the weapon bar in status bar mode.
Fixes #231
2020-12-10 19:07:15 +01:00
Christoph Oelckers
f41fe7c692 - Blood: fixed double inventory display on overlay status bar.
Fixes #230
2020-12-10 19:02:09 +01:00
Christoph Oelckers
94d3d643d7 - fixed: the file system's entry count was not updated before rehashing.
This broke Blood's RFS parser.
2020-12-09 18:56:17 +01:00
Christoph Oelckers
b98e06cd20 - Blood: header dependency cleanup.
These are extremely ordering dependent so now blood.h serves as an umbrella header for most.
2020-12-09 15:56:32 +01:00
Christoph Oelckers
2c917ca7e1 - fixed cherry picked commit from upstream. 2020-12-08 22:21:03 +01:00
Christoph Oelckers
b3988165e2 - SW: fixed bad sector iterator in DriveCrush.
This was causing spurious crashes.
Fixes #218
2020-12-08 22:09:17 +01:00
Szilárd Biró
3713cb0f09 PCExhumed: Torch bouncing fix 2020-12-08 22:03:43 +01:00
Christoph Oelckers
1a2b93f402 - fixed sky panning in Duke.
This needs to take the composite texture into account because panning in Build is based on tile size, not map dimension.
It was also redone to use floating point to get rid of the horrible precision of the scrolling effect.
2020-12-06 20:49:32 +01:00
Christoph Oelckers
88bed95400 - Exhumed: Changed visibility from 2048 to 1024 because 2048 is clearly far too dark.
GDX also uses 1024 - I have no idea how PCExhumed gets away with 2048 here.
2020-12-06 20:25:23 +01:00
Christoph Oelckers
8d659bad32 - fixed V5/V6 format map loader. 2020-12-06 20:17:27 +01:00
Mitchell Richters
1e8fe482f3 - Duke: Partially address excessively fast sky in E4L1 as reported in #217.
* Before d545eb7aa9, `moveclouds()` simply set `ceilingxpanning`/`ceilingypanning`. Afterwards, it was accumulating with every passing loop.
* Despite fixing this, still seems a bit fast.
2020-12-06 23:51:20 +11:00
Christoph Oelckers
51205fbdac - split actInit into several smaller functions. 2020-12-06 12:52:08 +01:00
Christoph Oelckers
eee972d446 - removed some unused functions from actor.cpp. 2020-12-06 12:51:46 +01:00
Christoph Oelckers
19b731bc8f - removed the owner fuckery in Blood.
Par for course I'd say - instead of checking for replaced player actors at the only time it really matters - i.e. when respawning, it was encoded into the stored value, making the entire thing very messy.
For mow, multiplayer handling is not needed, but when it does, better go over all actors and manually substitute the two relevant fields, i.e. sprite.owner and xsprite.burnsource.
2020-12-06 12:51:46 +01:00
Christoph Oelckers
045e487859 - actInit cleanup, new iterators returning DBloodActor. 2020-12-06 12:51:46 +01:00
Christoph Oelckers
c92aaaee20 - This is version 0.8.0
Finally out of alpha, now that the model code is working. :)
2020-12-06 10:51:35 +01:00
Gaerzi
d644065103 - SW: Fix another bad line from 06a069750f that was missed when doing a36c122ff1. 2020-12-06 20:11:26 +11:00
Mitchell Richters
a36c122ff1 - SW: Fix bad copy-paste from 06a069750f that was causing issues with SO vehicles and turrets.
* Fixes #211.
2020-12-06 19:16:59 +11:00
Christoph Oelckers
d4198a5b1a - Exhumed: 'paused' should not be part of the 'in a game' check.
Fixes #209
2020-12-06 08:39:40 +01:00
Christoph Oelckers
5fc8859342 - Blood: instead of messing around with the damage factors when toggling god mode, let the game check the actual god mode flag itself.
This was just too volatile and prone to breakage.
Fixes #210.
2020-12-06 08:36:54 +01:00
Christoph Oelckers
99da4151d1 - fixed duplicate "snakecam" key in Exhumed savegame
This could cause the snake cam to be activated just by reloading a save.
Fixes #213
2020-12-06 08:22:56 +01:00
Christoph Oelckers
2f4abf93af - fixed loading of Blood savegames.
This was a strange case of C++ not doing what was to be expected due to hidden semantics.
Note: never assign {} to a type that has a non-default constructor!
Fixes #212
2020-12-06 08:18:03 +01:00
Christoph Oelckers
d04013066c - build a composite texture of all the segments for sky rendering to reduce the seams between the single segments. 2020-12-04 22:29:25 +01:00
Christoph Oelckers
aba3539275 - moved dudeSlope fully into DBloodActor. 2020-12-04 18:03:02 +01:00
Christoph Oelckers
99c0b77cf2 - rerouted all accesses to gDudeSlope. 2020-12-04 18:03:02 +01:00
Christoph Oelckers
7e78bc1c14 - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
Christoph Oelckers
44805e29b3 - changed parameter of aiNewState to DBloodActor 2020-12-04 18:03:01 +01:00
Christoph Oelckers
502d911a95 - refactored Blood's AI callback interface to only use a single DBloodActor parameter. 2020-12-04 18:03:01 +01:00
Christoph Oelckers
0ac41e0b5a - drafted a DBloodActor to wrap the multitude of arrays (12 overall!) in which an actor is split up. 2020-12-04 18:03:01 +01:00
Christoph Oelckers
bc1adc9c51 - Blood: fixed cl_autorun affecting bobbing intensity even when no movement takes place.
Blood uses the state of the 'run' bit as the sole information that the player is running, which leads to very different behavior with cl_autorun on or off.
Apparently Raze's semantics here do not agree with how it was handled originally and the residual bobbing when coming to a stop was more than a little bit distracting.
2020-12-04 00:06:23 +01:00
Christoph Oelckers
396e3cd524 - actually call the model animation timer somewhere.
Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
25ef58f897 - re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine. 2020-12-01 23:57:39 +01:00
Christoph Oelckers
9a507e5d0a - fixed model rendering.
(What a stupid mistake... :?)

Model animations still do not work as intended, though.
2020-12-01 22:03:20 +01:00
Christoph Oelckers
b0bf51ec5c - Duke/RR: Selecting the alternative weapon must set the proper bits in 'subweapon'.
Otherwise the weapon cycling breaks.
Fixes #182
2020-12-01 21:07:38 +01:00
Christoph Oelckers
06a069750f - addressed more type casting issues in SW.
This should cover everything with coordinates.
2020-12-01 19:01:38 +01:00
Christoph Oelckers
39b67b4086 - SW: removed some very dangerous type casting. 2020-12-01 18:30:21 +01:00
Christoph Oelckers
b52668ecdf - SW: added some simple allocation wrappers around common code sequences. 2020-12-01 16:53:29 +01:00
Christoph Oelckers
6dfe869614 - shorten the struct for puser to what actually gets used from it.
This is preparation for making USER more serialization friendly as it was copied to puser.
2020-12-01 16:22:32 +01:00
Christoph Oelckers
dd75c8dbe4 - weaken the reverb in Duke.
Unfortunately the entire thing is very poorly defined, not setting it for sectors but for sprites with a distance. But some of these sprites cover non-reverb sectors as well and this can produce some ugly sound field in spots where this isn't wanted at all.
2020-12-01 16:34:47 +01:00
Christoph Oelckers
1d6d58538c - cleaned out the remains of the old savegame code. 2020-12-01 12:58:10 +01:00
Christoph Oelckers
67dff2a863 - Exhumed: Serialize global state as JSON.
This was the last item to be converted.
2020-12-01 12:58:10 +01:00
Christoph Oelckers
487d62e264 - Exhumed: Bullet and Grenade. 2020-12-01 12:58:10 +01:00
Christoph Oelckers
54eec61828 - Exhumed: Init 2020-12-01 12:58:10 +01:00
Christoph Oelckers
15579798ad - Exhumed: bubbles and gun. 2020-12-01 12:58:09 +01:00
Christoph Oelckers
08d8ba8fe4 - Exhumed: lighting 2020-12-01 12:58:09 +01:00
Christoph Oelckers
83ba046d04 - Exhumed: items and move. 2020-12-01 12:58:09 +01:00
Christoph Oelckers
bb0ef6ff70 - Exhumed: Objects. 2020-12-01 12:58:09 +01:00
Christoph Oelckers
262af72235 - Exhumed: Anims and Player. 2020-12-01 12:58:09 +01:00
Christoph Oelckers
531d7c96b4 - Exhumed: Queen 2020-12-01 12:53:10 +01:00
Christoph Oelckers
026d355096 - serialize Ra as JSON, do not serialize Ramses.
The Ramses intermissions cannot be safely resumed from a savegame - so saving was blocked there, meaning that this data does not need to be saved.
2020-12-01 12:53:10 +01:00
Christoph Oelckers
3c83775273 - add back the missing secret hint notification calls for Duke/RR. 2020-12-01 12:52:49 +01:00
Christoph Oelckers
92a72cef8b - Blood: only trigger a secret if the hint system hasn't registered it.
There's some bugs in Blood that allow a secret to be triggered multiple times. However, since the hint system already knows which secrets were triggered, use that info to avoid retriggers.
Fixes #206
2020-12-01 12:52:42 +01:00
Christoph Oelckers
6475d772ca - Exhumed: Runlist and Rand. 2020-12-01 12:19:09 +01:00
Christoph Oelckers
c1b478bf83 - Exhumed: Snake and Sequence
# Conflicts:
#	source/exhumed/src/save.cpp
2020-12-01 12:15:43 +01:00
Christoph Oelckers
e8c56b1f9f - Exhumed: serialize the status bar as JSON - added a helper class to handle static arrays with an attached free list more easily. 2020-12-01 12:15:43 +01:00
Christoph Oelckers
1b2895bee6 - Exhumed: wrap all serialized game data into another JSON object
# Conflicts:
#	source/exhumed/src/save.cpp
2020-12-01 12:15:43 +01:00
Mitchell Richters
f9866f4a21 - Blood: Call resetForcedSyncInput() after sethorizon() in ProcessInput() vs. playerProcess(). Call was too early and causing player not to be able to look while synchronised input is being forced. 2020-12-01 22:02:20 +11:00
Christoph Oelckers
5850c7b284 - let SyncInput return a combination of gamesetinput and cl_syncinput - also serialize gamesetinput. 2020-11-30 23:45:21 +01:00
Christoph Oelckers
ae36ea88c3 - wrap all checks of cl_syncinput in an inline function. 2020-11-30 23:40:16 +01:00
Mitchell Richters
f429871cc6 - Blood: Promote pPlayer->angold to binangle class. 2020-12-01 07:43:31 +11:00
Mitchell Richters
232dd5e07a - Blood: Force synchronised input while a revolving door is busy/in-use.
* Fixes #205.
2020-12-01 07:43:25 +11:00
Mitchell Richters
22f7fc93f4 - Exhumed/SW: Move code to trigger synchronised input for edge cases where its needed into gamecontrol. 2020-12-01 07:31:47 +11:00
Christoph Oelckers
0b797b0ccd - Exhumed: added JSON serialization for view and switch - also renamed the fields in the switch struct.
Some refactoring was needed to put a plain C array into a TArray to remove the limits.
2020-11-29 23:32:28 +01:00
Christoph Oelckers
a51b77b95b - do not statically initialize DukeGameInfo.
Since this structure contains several large arrays it will inflate the EXE size with 800kb of empty space.
2020-11-29 22:31:02 +01:00
Christoph Oelckers
9a345bdfa7 - Exhumed: Wasp 2020-11-29 22:29:36 +01:00
Christoph Oelckers
45ee475df7 - Exhumed: Set. 2020-11-29 20:59:42 +01:00
Christoph Oelckers
59e9cfa6ac - Exhumed: Scorpion 2020-11-29 20:52:16 +01:00
Christoph Oelckers
cf5982b3fc - Exhumed: Roach. 2020-11-29 20:47:55 +01:00
Christoph Oelckers
4f1999ab24 - Exhumed: Rex 2020-11-29 20:43:35 +01:00
Christoph Oelckers
4543982e54 - Exhumed: Rat 2020-11-29 20:39:27 +01:00
Christoph Oelckers
d92428d217 - Exhumed: The mummy has been handled, too - also renamed some fields to match the other enemies. 2020-11-29 20:34:55 +01:00
Christoph Oelckers
1fa087767e - Exhumed: ... and for the lava dude. 2020-11-29 20:30:17 +01:00
Christoph Oelckers
bd3efcb6c4 - Exhumed: same procedure for the Lion. 2020-11-29 20:26:54 +01:00
Christoph Oelckers
b669e5405d - Exhumed: did the same for the fish, changed some disassembly names and removed unused fields from enemy structs. 2020-11-29 20:16:58 +01:00
Christoph Oelckers
e81dbbdc93 - Exhumed: limit removal, cleanup and JSON serialization for the spider. 2020-11-29 19:32:58 +01:00
Christoph Oelckers
b26f6157e9 - Exhumed: Anubis cleanup, JSON serialization and limit removal. 2020-11-29 19:20:38 +01:00
Christoph Oelckers
8a7b3dc667 - Interpolate Duke's wave floor effect. 2020-11-29 17:40:41 +01:00
Christoph Oelckers
3ba0a242bf - Blood: do not recreate the bucket list when loading a savegame.
It has been read from the savegame already, and creating a new one will not produce a correct list because not all data has been loaded yet.
2020-11-29 16:22:29 +01:00
Christoph Oelckers
ed8266df0b - fixed bad args check in WarpToCoords CCMD. 2020-11-29 16:06:15 +01:00
Christoph Oelckers
1b1449605f - fixed: Blood did not serialize its mirror data (which is also used for certain portals.)
Fixes #203
2020-11-29 16:05:23 +01:00
Christoph Oelckers
cd1b79a703 - use stricter checks when trying to levelwarp.
If saving is blocked, so should changing the level.
Fixes #204.
2020-11-29 15:22:54 +01:00
Christoph Oelckers
92bf1232da - Duke: documented global variables for eventual scriptification.
Most are only needed internally or for very special uses and do not need any scripting consideration.
2020-11-29 15:09:23 +01:00
Christoph Oelckers
553bb2af19 - moved 'frags' into player_struct.
Again for reducing the work with the script interface.
2020-11-29 14:10:03 +01:00
Christoph Oelckers
346921211e - re-enabled the widescreen pinning code.
It is still off by default - the idea here is to provide a means for the user to switch it on in case a mod replaces the weapons with non-widescreen-friendly versions.
2020-11-29 14:05:53 +01:00
Christoph Oelckers
7ad0750839 - grouped all of Duke's constant per-session state in a single struct.
Mainly done so later the script export can be done more easily.
This also renames a few of the affected variables for clarity.
2020-11-29 13:54:58 +01:00