Christoph Oelckers
4b096f4f3e
- nulling contents of a freshly spawned actor is not necessary.
...
All objects are zero inited.
2023-04-12 20:07:11 +02:00
Christoph Oelckers
14dd9c3711
- refactored AI storage as well to not use ScriptCode anymore.
2023-04-12 20:07:11 +02:00
Christoph Oelckers
b9702fbb66
- moved 'move' data out of the ScriptCode array as well.
2023-04-12 20:07:11 +02:00
Christoph Oelckers
30ccbe2710
- moved actions out of the ScriptCode array and gave them a dedicated struct with meaningful member names.
2023-04-12 20:07:11 +02:00
Christoph Oelckers
94b676bd7c
- wrapped access to the current 'move' values read from CON.
2023-04-12 20:07:11 +02:00
Christoph Oelckers
c76c511da2
- moved sprite animation code out of 'execute'.
2023-04-12 20:07:10 +02:00
Christoph Oelckers
0c17a369db
- Duke: changed skill filter to be solely controlled by the spawnclasses definitions.
...
All classes with no skill filter now need an explicit noskill declaration.
The only exception is inert sprites using DukeActor directly, these will never get filtered by skill.
2023-04-12 20:06:25 +02:00
Christoph Oelckers
53e41bd3b3
- Duke: added missing texture alias for the cannon.
2023-04-11 20:23:34 +02:00
Christoph Oelckers
660227e175
- Duke: restrict skill filter to those actors which originally handled it.
...
For flexibility there now is a flag that can be set on any actor class, but due to precedent it needs to be off by default.
2023-04-11 20:14:02 +02:00
Christoph Oelckers
ee61daed97
- reinstate code from e2db4a8
that got removed by a badly resolved merge conflict in ae4ef64
.
2023-04-10 16:48:08 +02:00
Christoph Oelckers
2f61a44329
- Duke: do not clear the KILLCOUNT flag.
...
This seems to have gotten back by accident.
2023-04-10 16:41:58 +02:00
Christoph Oelckers
1d79d0cee3
- Duke: fixed pitch calculation for explosion sounds.
...
This part was missed when the backend's pitch management was changed to floats instead of Q1.7 fixed point numbers.
2023-04-10 09:13:33 +02:00
Christoph Oelckers
7b1ef9e020
- Duke: Do not set SFLAG_BADGUY for internal bad guys.
...
This will pass an incorrect value for clipdist to clipmove.
2023-04-10 08:56:37 +02:00
Christoph Oelckers
3df7539eb9
- fixed return values of badguy()
and bossguy()
functions.
2023-04-09 15:45:19 +02:00
Christoph Oelckers
684fb5eb74
- added a few things missing for RR and Route 66.
...
R66's gator was also added - this is the only completely new actor in this mod.
2023-04-09 09:46:10 +02:00
Christoph Oelckers
7f758eef2b
- got rid of the script-side flag wrappers.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
04a027f748
- removed most parameters from fall_common.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
cfa18952d1
- deleted the native flag setter code.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
918c75cb6e
- validate statnum before spawning an actor.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
da0b429751
- migrated attackertype to class objects.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
ae4ef6401c
- use the actual actor flags.
...
Not fully working yet...
2023-04-09 09:45:42 +02:00
Christoph Oelckers
b908ede470
- reviewed actor flags and applied several fixes.
2023-04-09 09:35:37 +02:00
Christoph Oelckers
8172a9ac0c
- moved all flags into the actor definitions.
2023-04-09 09:35:37 +02:00
Christoph Oelckers
f4c176988a
- first round of flag additions.
2023-04-09 09:35:36 +02:00
Christoph Oelckers
50d406be4e
- Duke: Do not call Initialize()
for player actors.
...
The base function is doing things not meant for players, and we do not have a proper class yet that can deal with it.
2023-04-09 08:15:23 +02:00
Christoph Oelckers
e2db4a834e
- Duke: apply default scale only to enemies defined in CON.
...
This code does not apply to the Recon!
2023-04-08 09:37:51 +02:00
Christoph Oelckers
9c164ad290
- fixed crash when stomping shrunk enemies.
2023-04-08 07:14:07 +02:00
Christoph Oelckers
60339a217c
- moved a lot of shareable code out of the CON interpreter.
2023-04-07 13:15:06 +02:00
Christoph Oelckers
9ba0b18013
- moved the 3 health related instructions out of the CON interpreter.
...
This code can be shared with ZScript so it needs to be elsewhere.
2023-04-07 13:15:06 +02:00
Christoph Oelckers
980b3f257a
- converted the final set of actor classes the native code needs to reference.
2023-04-07 13:15:06 +02:00
Christoph Oelckers
2ba204444c
- merged the spawn init code now that all differences are externalized
2023-04-07 13:15:06 +02:00
Christoph Oelckers
aae2c2dc3c
- exported RR's enemies
2023-04-07 13:15:06 +02:00
Christoph Oelckers
779026162d
- exported all of RR's pickup items.
2023-04-07 13:14:19 +02:00
Christoph Oelckers
3dd87cfd7f
- got rid of checkType.
2023-04-07 12:22:46 +02:00
Christoph Oelckers
f2d802b537
- exported RR's remaining controllers.
2023-04-07 12:22:45 +02:00
Christoph Oelckers
98d5a2686e
- use for loop instead of repeating the same line 10x.
2023-04-07 12:22:45 +02:00
Christoph Oelckers
0e169759d5
- animatesprites_r.cpp cleanup
2023-04-07 12:22:45 +02:00
Christoph Oelckers
f9e5f2c137
- final clenaup on animatesprites_d.cpp.
...
Only the player actor is left, which is also the messiest part...
2023-04-07 12:22:44 +02:00
Christoph Oelckers
ce00183707
- scriptified PlayerOnWater.
2023-04-07 12:17:56 +02:00
Christoph Oelckers
3106c8e6f5
- exported most of the remaining content in spawn_d.cpp
2023-04-07 12:14:16 +02:00
Christoph Oelckers
8b04f42ab5
- exported several fire related actors.
2023-04-07 11:52:53 +02:00
Christoph Oelckers
ef6a8c010a
- exported ceilingsteam and consolidated movefallers functions.
2023-04-07 11:52:53 +02:00
Christoph Oelckers
82d04756be
- exported a few of Duke's decorations
2023-04-07 11:52:53 +02:00
Christoph Oelckers
551e0af58d
- exported the egg, also marking it non-killcount.
2023-04-07 11:52:53 +02:00
Christoph Oelckers
b4dcf8ddcf
- exported the remaining Duke enemies.
2023-04-07 11:52:53 +02:00
Christoph Oelckers
0636358b5f
- fixes for RR items.
2023-04-07 11:52:53 +02:00
Christoph Oelckers
1bc7c53351
- move the recon's FTA sound into the scripted actor.
2023-04-07 11:52:52 +02:00
Christoph Oelckers
ef54987a58
- exported WT's Firefly
2023-04-07 11:52:52 +02:00
Christoph Oelckers
4e0dad54a5
- exported all of Duke's pickup items.
2023-04-07 11:51:41 +02:00
Christoph Oelckers
7a699e032f
- cleaned up Duke's very broken kill count system.
...
This now uses a static flag to denote an actor as countable and an internal flag to track its killed state, because CON can toggle that at will.
2023-04-07 09:49:20 +02:00
Mitchell Richters
bf58879b08
- Duke/RRRA: Fix HUD tilting when reversing motorcycle backwards.
2023-04-04 15:14:44 +10:00
Mitchell Richters
a68fcfc71c
- Remove GameInterface::getConsoleAngles()
, it's not needed anymore.
2023-04-04 07:02:39 +10:00
Mitchell Richters
3ef431a428
- Make scaleAdjust
a float since it's what's needed anyway.
2023-04-03 19:38:00 +10:00
Mitchell Richters
69c65dfe7e
- Internalise InputPacket
used in movement functions.
2023-04-03 19:35:35 +10:00
Mitchell Richters
dbba0abb2e
- Move all mouse handling into GameInput
class.
2023-04-03 18:47:14 +10:00
Mitchell Richters
8d11fef916
- Initial conversion of game input into class GameInput
.
2023-04-03 18:46:36 +10:00
Christoph Oelckers
0706a8a5bb
- exported LizTrooper and Lizman.
2023-04-02 17:37:30 +02:00
Christoph Oelckers
240b24d771
- exported all females.
2023-04-02 17:34:37 +02:00
Christoph Oelckers
810977f19f
- made RR thunder effect also work for Duke.
...
This mainly meant adding support for random sounds and playing the thunder sound by name instead of by index.
2023-04-02 17:20:06 +02:00
Christoph Oelckers
0cd0f28317
- fixed initialization of RR's thunder effect
2023-04-02 17:09:28 +02:00
Christoph Oelckers
eee551ce15
- take care of the last tileGetTexture call in Duke.
2023-04-02 16:45:43 +02:00
Christoph Oelckers
6248c8813b
- make RR's ingame thunder effect not depend on having seen one specific texture.
...
This really should check if the player has seen one sector where the effect is active.
2023-04-02 16:45:43 +02:00
Christoph Oelckers
8208c7fc0b
- some texture name cleanup
2023-04-02 16:45:43 +02:00
Johan Mattsson
cebab8f85d
Small fixes ( #910 )
...
* Fix potential index out of bounds
* Fix potential index out of bounds
* Use 'MAXGEOSECTORS' instead of magic constant
2023-04-02 22:10:57 +10:00
Christoph Oelckers
52ea497b50
- fixed lotsofstuff VM export.
2023-04-02 13:19:35 +02:00
Christoph Oelckers
30d066cee9
- added script exports for Duke's bosses.
...
This allows removing a few hack checks.
2023-04-02 13:13:45 +02:00
Christoph Oelckers
26c8e948f7
deleted debug code
2023-04-02 13:13:45 +02:00
Christoph Oelckers
7f240a0a7a
- converted all remaining classes used by PicForName.
...
This means all functions using this can now pass class pointers directly to the native code.
2023-04-02 13:13:45 +02:00
Christoph Oelckers
c9888ae6cb
- exported several RR enemies/animals needed for the UFO spawner.
2023-04-02 13:13:06 +02:00
Christoph Oelckers
9b96f8312a
- pig cop converted
2023-04-02 13:13:06 +02:00
Christoph Oelckers
bc50f596e8
- exported two more classes used by PicForName.
2023-04-02 13:10:34 +02:00
Christoph Oelckers
7b4d5eb26d
- scriptified SHRINKEREXPLOSION and WATERBUBBLE.
2023-04-02 13:10:26 +02:00
Christoph Oelckers
673ea69d35
- scriptified a few more skeleton items needed by PicforName.
2023-04-02 13:00:13 +02:00
Christoph Oelckers
ccc048136f
- exported TOILETWATER, BURNING and EXPLOSION2.
...
All types needed for cleaning up PicForName
2023-04-02 13:00:13 +02:00
Christoph Oelckers
e0bd038391
- scriptified the native parts of TRANSPORTERSTAR and TRANSPORTERBEAM
2023-04-02 13:00:13 +02:00
Mitchell Richters
10445635cf
- Tidy up autosaving for all the games.
...
* There's not really any reason to need the game's world to tic once, it's already fully loaded during the `gi->NewGame()`/`gi->NextLevel()` calls.
2023-04-02 19:56:52 +10:00
Mitchell Richters
0052ae4172
- Duke: Ensure we backup player angles and not just pos when loading a save.
2023-04-02 19:51:12 +10:00
Mitchell Richters
9dfb805b38
- Duke: Fix potential null actor access in gi->CanSave()
.
2023-04-02 19:51:12 +10:00
Mitchell Richters
7217ce6ff9
- Duke: Ensure hard landing check is done after pitch keys.
...
* Oversight from e9a5f745fc
.
2023-04-02 19:51:12 +10:00
Mitchell Richters
272dfa762d
- Remove backend crouch toggle solution redeploy with Duke/Exhumed/Blood using new ESyncBit
bit.
...
* I tried to make this work in 2020 but its been nothing but headache. It's something for the game to control via a flag, not the backend to determine.
* For SW, this restores its original implementation.
2023-04-02 18:32:40 +10:00
Mitchell Richters
43febd5aa1
- Stop passing inputBuffer
around within gameinput.cpp since everything's local now.
2023-04-02 18:32:38 +10:00
Mitchell Richters
359371527b
- Move Duke's vehicle input processor into gameinput.cpp
.
2023-04-02 18:32:36 +10:00
Mitchell Richters
563c79322d
- Duke: Make vehicle input code work generically for possible reusage.
2023-04-02 18:25:04 +10:00
Mitchell Richters
5e153d6404
- Duke: Merge vehicle input code into one function.
2023-04-02 18:24:05 +10:00
Mitchell Richters
03eb105df1
- Duke: Move RRRA vehicle tilting out of the input code and into the playsim.
2023-04-02 18:24:05 +10:00
Mitchell Richters
46b5977a6a
- Recover two ESyncBit
values for other uses.
...
* By masking aiming+centering, we have look bits :)
2023-04-02 18:24:05 +10:00
Christoph Oelckers
5f3065d9f1
- Duke: fixed weapon spread with non-pistol hitscan weapons.
2023-04-01 09:49:22 +02:00
Mitchell Richters
7feb5a9a9b
Revert "- Duke: Temporary workaround for last commit so the player returns to centre on level load."
...
This reverts commit 2b22e49a9b
.
* It's no longer needed with 06dd971291
.
2023-03-29 13:20:55 +11:00
Mitchell Richters
7caec5fa69
- Clean out where inputState.ClearAllInput()
is called.
...
* We can do this from just a few places and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:05:49 +11:00
Mitchell Richters
d665037075
- Clean out where Net_ClearFifo()
is called.
...
* We can do this from one place and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:04:38 +11:00
Mitchell Richters
96055fbc03
- Clean out all games setting gameaction = ga_level
and do it centrally.
2023-03-29 03:10:16 +11:00
Mitchell Richters
9618ba1e78
- Don't serialise player angles twice.
2023-03-28 09:15:58 +11:00
Mitchell Richters
e9a5f745fc
- Duke: Ensure pitch keys are done after adding player's input.
...
* As this function includes the actor's pitch clamp, it's important its done afterwards.
* Setup is already right for all the other games.
2023-03-26 16:40:25 +11:00
Mitchell Richters
776c58c58a
- Duke: If we enter playerCenterView()
and put SB_CENTERVIEW()
back on, we need to null and lock input.
2023-03-26 14:36:23 +11:00
Mitchell Richters
0da2afe3d7
- Duke: Tidy up some of the pitch stuff.
...
* Remove some extern'd CVARs that didn't need externing.
* Change `player_struct::centeringView()` bool into proper method to handle the operation.
* Operation now properly unsets `SB_CENTERVIEW` if conditions aren't met instead of relying on implied behaviour from the rest of the playsim.
2023-03-26 13:35:12 +11:00
Mitchell Richters
a5a9882d9a
- Duke: Add a myriad of pitch recentering CVARs.
...
* Needs to be reworked into some kind of MP-safe flagging once we have demos/MP going. This will do for now.
* Fixes #853 .
2023-03-26 12:46:14 +11:00
Mitchell Richters
e5f3f5f149
- Make setForcedSyncInput()
require a player index.
...
* This should only ever apply to the console player.
2023-03-23 17:09:02 +11:00
Mitchell Richters
183ad0c61c
- Adjust a few setForcedSyncInput()
calls.
2023-03-23 16:34:33 +11:00
Mitchell Richters
4d6419732a
- Duke: Add CVAR to allow disabling pitch reset with pitch input.
...
* Need to add this to the menu to address #853 .
2023-03-23 15:54:58 +11:00
Mitchell Richters
88e6a6e894
- Rework ff652f454c
slightly to accept an InputPacket
pointer.
2023-03-22 20:08:53 +11:00