Commit graph

232 commits

Author SHA1 Message Date
Mitchell Richters
623e453d4d - 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.
2023-10-04 19:28:25 +11:00
Mitchell Richters
559ee2f3c6 - Duke: Remove unused angle rotation from animatesprites_r(). 2023-10-03 23:07:42 +11:00
Mitchell Richters
3c51f03def - Duke: Clean up player/actor accesses in animatesprites_r.cpp. 2023-10-03 23:07:42 +11:00
Mitchell Richters
6a367c6184 - Duke: Rename ps[] array to PlayerArray[] and wrap its access. 2023-10-02 15:41:15 +11:00
Christoph Oelckers
230c1b9041 - fix animatesprite loop aborts on sector effectors 2023-09-10 19:55:41 +02:00
Christoph Oelckers
44f4104eda - 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.
2023-04-29 09:54:15 +02:00
Christoph Oelckers
745275dc24 - use texture names for special player sprites, 2023-04-23 10:36:38 +02:00
Christoph Oelckers
cc83438e31 - replace dispicnum with dispictex 2023-04-23 10:32:58 +02:00
Christoph Oelckers
0249725ed8 - got rid of all TILE_* globals, except TILE_CROSSHAIR. 2023-04-23 09:42:28 +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
ae4ef6401c - use the actual actor flags.
Not fully working yet...
2023-04-09 09:45:42 +02:00
Christoph Oelckers
f2d802b537 - exported RR's remaining controllers. 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
c9888ae6cb - exported several RR enemies/animals needed for the UFO spawner. 2023-04-02 13:13:06 +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
0db441accb - scriptified the native parts of the powder keg.
This was the last remaining actor with its own native ticking part.
2023-01-28 16:31:46 +01:00
Christoph Oelckers
8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
4a306a21dc - 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.
2022-12-18 13:56:54 +01:00
Christoph Oelckers
1a98f9b478 - Duke: change all checks for mirrors to texture IDs 2022-12-18 13:52:10 +01:00
Christoph Oelckers
5f6cd0da79 - Duke/RR: fixed floor alignment of flames in sloped sectors 2022-12-13 12:01:34 +01:00
Mitchell Richters
5d3710d677 - 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.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
a63ee8079a - implemented customizable breakable walls and ported all hard coded variants to use this. 2022-12-11 19:43:57 +01:00
Christoph Oelckers
0df5be7ad0 - also renamed all RR tile names. 2022-12-11 19:43:57 +01:00
Christoph Oelckers
8e17f1f0f5 - 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.
2022-12-11 19:43:56 +01:00
Christoph Oelckers
5b34917f62 - 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.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
0d7288c543 - 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.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
6fb263d61b - converted the two last non-CON-based active items - RRRA's empty bike and boat. 2022-12-11 19:43:54 +01:00
Christoph Oelckers
23640988db - define several of RR's fullbright decorative sprites via spawnclasses remapping. 2022-12-11 19:43:53 +01:00
Christoph Oelckers
bdc474d04f - scriptified all remaining Duke actors with specific init code and no CON part. 2022-12-11 19:43:53 +01:00
Christoph Oelckers
15bee4ca6a - scriptified the remaining Duke destructibles, except the toilets. 2022-12-11 19:43:52 +01:00
Christoph Oelckers
066c4c88b2 - scriptified the two final special stat items from RRRA. 2022-12-11 19:43:52 +01:00
Christoph Oelckers
be6ead173a - scriptified several smaller actors 2022-12-11 19:43:51 +01:00
Christoph Oelckers
0dc526899b - scriptified FrameEffect 2022-12-11 19:43:51 +01:00
Christoph Oelckers
44d4e7a20a - scriptified the mortar projectiles.
This was split off heavyhbomb for clarity and to avoid interference with the pickup code.
2022-12-11 19:43:51 +01:00
Christoph Oelckers
b9caa23357 - gave proper names to ST_160 and ST_161. 2022-12-11 19:43:51 +01:00
Christoph Oelckers
f89ccec829 - scriptified Duke's reactor. 2022-12-11 19:43:50 +01:00
Christoph Oelckers
59659bc284 - scriptified the last two RR projectiles.
These are particularly messy - they have different looks depending on the shooter...
2022-12-11 19:43:49 +01:00
Christoph Oelckers
403141807f - scriptified all simple and explosive RR projectiles. 2022-12-11 19:43:49 +01:00
Christoph Oelckers
fcd05e38c9 - scriptified the freezer projectile. 2022-12-11 19:43:49 +01:00
Christoph Oelckers
a756b71647 - scriptified the firelaser projectile.
This also fixes the animation of the RR variant, which used a bad value with '&'.
2022-12-11 19:43:48 +01:00
Christoph Oelckers
44fa420387 - added a few new flags and renamed some sprites.
All this is preparations for scriptifying the projectiles.
2022-12-11 19:43:48 +01:00
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.
2022-12-11 19:43:48 +01:00
Christoph Oelckers
9d1384449c - scriptified the Recon. 2022-12-11 19:43:47 +01:00
Christoph Oelckers
7db953e0ea - scriptified the force sphere.
Doesn't seem to be used anywhere, though...
2022-12-11 19:43:47 +01:00