Mitchell Richters
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623e453d4d
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- Fix all GCC warnings in the game-side code.
* Most of these were due to mixed spaces/tabs playing nastiness with non-braced if/else statements.
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2023-10-04 19:28:25 +11:00 |
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Mitchell Richters
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559ee2f3c6
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- Duke: Remove unused angle rotation from animatesprites_r() .
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2023-10-03 23:07:42 +11:00 |
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Mitchell Richters
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3c51f03def
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- Duke: Clean up player/actor accesses in animatesprites_r.cpp .
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2023-10-03 23:07:42 +11:00 |
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Mitchell Richters
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6a367c6184
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- Duke: Rename ps[] array to PlayerArray[] and wrap its access.
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2023-10-02 15:41:15 +11:00 |
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Christoph Oelckers
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230c1b9041
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- fix animatesprite loop aborts on sector effectors
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2023-09-10 19:55:41 +02:00 |
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Christoph Oelckers
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44f4104eda
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- got rid of the last tilenum uses in Duke.
This meant refactoring the crosshair drawer to work on a named texture called "CROSSHAIR" and hard coding the magic numbers for spawndebris.
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2023-04-29 09:54:15 +02:00 |
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Christoph Oelckers
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745275dc24
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- use texture names for special player sprites,
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2023-04-23 10:36:38 +02:00 |
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Christoph Oelckers
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cc83438e31
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- replace dispicnum with dispictex
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2023-04-23 10:32:58 +02:00 |
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Christoph Oelckers
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0249725ed8
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- got rid of all TILE_* globals, except TILE_CROSSHAIR.
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2023-04-23 09:42:28 +02:00 |
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Christoph Oelckers
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b9702fbb66
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- moved 'move' data out of the ScriptCode array as well.
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2023-04-12 20:07:11 +02:00 |
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Christoph Oelckers
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ae4ef6401c
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- use the actual actor flags.
Not fully working yet...
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2023-04-09 09:45:42 +02:00 |
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Christoph Oelckers
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f2d802b537
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- exported RR's remaining controllers.
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2023-04-07 12:22:45 +02:00 |
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Christoph Oelckers
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0e169759d5
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- animatesprites_r.cpp cleanup
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2023-04-07 12:22:45 +02:00 |
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Christoph Oelckers
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f9e5f2c137
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- final clenaup on animatesprites_d.cpp.
Only the player actor is left, which is also the messiest part...
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2023-04-07 12:22:44 +02:00 |
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Christoph Oelckers
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ce00183707
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- scriptified PlayerOnWater.
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2023-04-07 12:17:56 +02:00 |
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Christoph Oelckers
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3106c8e6f5
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- exported most of the remaining content in spawn_d.cpp
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2023-04-07 12:14:16 +02:00 |
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Christoph Oelckers
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8b04f42ab5
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- exported several fire related actors.
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2023-04-07 11:52:53 +02:00 |
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Christoph Oelckers
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c9888ae6cb
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- exported several RR enemies/animals needed for the UFO spawner.
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2023-04-02 13:13:06 +02:00 |
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Christoph Oelckers
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7b4d5eb26d
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- scriptified SHRINKEREXPLOSION and WATERBUBBLE.
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2023-04-02 13:10:26 +02:00 |
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Christoph Oelckers
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673ea69d35
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- scriptified a few more skeleton items needed by PicforName.
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2023-04-02 13:00:13 +02:00 |
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Christoph Oelckers
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ccc048136f
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- exported TOILETWATER, BURNING and EXPLOSION2.
All types needed for cleaning up PicForName
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2023-04-02 13:00:13 +02:00 |
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Christoph Oelckers
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0db441accb
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- scriptified the native parts of the powder keg.
This was the last remaining actor with its own native ticking part.
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2023-01-28 16:31:46 +01:00 |
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Christoph Oelckers
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8dfbbc8220
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- migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
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2022-12-18 14:32:52 +01:00 |
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Christoph Oelckers
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4a306a21dc
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- split several texture flags off into a surface type value.
Using the same field in the TexExtInfo struct as Blood's surfType.
This frees up a lot of flags for later use.
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2022-12-18 13:56:54 +01:00 |
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Christoph Oelckers
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1a98f9b478
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- Duke: change all checks for mirrors to texture IDs
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2022-12-18 13:52:10 +01:00 |
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Christoph Oelckers
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5f6cd0da79
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- Duke/RR: fixed floor alignment of flames in sloped sectors
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2022-12-13 12:01:34 +01:00 |
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Mitchell Richters
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5d3710d677
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- Duke: Always use tsprite pos/angle when used in conjunction with viewvec or viewang.
* This solves the issue of jittery picnum changes when circle-strafing actors at high speeds.
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2022-12-11 19:45:38 +01:00 |
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Christoph Oelckers
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a63ee8079a
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- implemented customizable breakable walls and ported all hard coded variants to use this.
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2022-12-11 19:43:57 +01:00 |
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Christoph Oelckers
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0df5be7ad0
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- also renamed all RR tile names.
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2022-12-11 19:43:57 +01:00 |
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Christoph Oelckers
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8e17f1f0f5
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- removed the limit of 64 on-state switches from the init code.
No other place in the engine needs this, it was just the chosen size for a local check array.
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2022-12-11 19:43:56 +01:00 |
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Christoph Oelckers
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5b34917f62
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- split the sprite animation code for CON-based actors into a separate function.
Like the shadow code this is virtually identical for Duke and RR.
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2022-12-11 19:43:55 +01:00 |
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Christoph Oelckers
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0d7288c543
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- moved the shadow creation code out of animatesprites into a common subfunction.
Also removing several checks for non-enemy actors for which shadows are generally not being created.
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2022-12-11 19:43:55 +01:00 |
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Christoph Oelckers
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6fb263d61b
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- converted the two last non-CON-based active items - RRRA's empty bike and boat.
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2022-12-11 19:43:54 +01:00 |
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Christoph Oelckers
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23640988db
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- define several of RR's fullbright decorative sprites via spawnclasses remapping.
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2022-12-11 19:43:53 +01:00 |
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Christoph Oelckers
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bdc474d04f
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- scriptified all remaining Duke actors with specific init code and no CON part.
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2022-12-11 19:43:53 +01:00 |
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Christoph Oelckers
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15bee4ca6a
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- scriptified the remaining Duke destructibles, except the toilets.
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2022-12-11 19:43:52 +01:00 |
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Christoph Oelckers
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066c4c88b2
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- scriptified the two final special stat items from RRRA.
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2022-12-11 19:43:52 +01:00 |
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Christoph Oelckers
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be6ead173a
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- scriptified several smaller actors
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2022-12-11 19:43:51 +01:00 |
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Christoph Oelckers
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0dc526899b
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- scriptified FrameEffect
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2022-12-11 19:43:51 +01:00 |
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Christoph Oelckers
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44d4e7a20a
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- scriptified the mortar projectiles.
This was split off heavyhbomb for clarity and to avoid interference with the pickup code.
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2022-12-11 19:43:51 +01:00 |
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Christoph Oelckers
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b9caa23357
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- gave proper names to ST_160 and ST_161.
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2022-12-11 19:43:51 +01:00 |
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Christoph Oelckers
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f89ccec829
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- scriptified Duke's reactor.
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2022-12-11 19:43:50 +01:00 |
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Christoph Oelckers
|
59659bc284
|
- scriptified the last two RR projectiles.
These are particularly messy - they have different looks depending on the shooter...
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2022-12-11 19:43:49 +01:00 |
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Christoph Oelckers
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403141807f
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- scriptified all simple and explosive RR projectiles.
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2022-12-11 19:43:49 +01:00 |
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Christoph Oelckers
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fcd05e38c9
|
- scriptified the freezer projectile.
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2022-12-11 19:43:49 +01:00 |
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Christoph Oelckers
|
a756b71647
|
- scriptified the firelaser projectile.
This also fixes the animation of the RR variant, which used a bad value with '&'.
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2022-12-11 19:43:48 +01:00 |
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Christoph Oelckers
|
44fa420387
|
- added a few new flags and renamed some sprites.
All this is preparations for scriptifying the projectiles.
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2022-12-11 19:43:48 +01:00 |
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Christoph Oelckers
|
15fb7dab35
|
- virtualized the 'shoot' interface and scriptified the bloodsplats to test it.
This calls virtual functions on the actor defaults now to allow writing specific shoot functions for subclasses.
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2022-12-11 19:43:48 +01:00 |
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Christoph Oelckers
|
9d1384449c
|
- scriptified the Recon.
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2022-12-11 19:43:47 +01:00 |
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Christoph Oelckers
|
7db953e0ea
|
- scriptified the force sphere.
Doesn't seem to be used anywhere, though...
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2022-12-11 19:43:47 +01:00 |
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