Commit graph

18837 commits

Author SHA1 Message Date
Christoph Oelckers
0c7274752c - falladjustz 2022-10-20 22:25:10 +02:00
Christoph Oelckers
6482fefeb3 - 3x add_int_z. 2022-10-20 22:25:10 +02:00
Christoph Oelckers
fe0a10ed29 - handle neartag calls in checksectors. 2022-10-20 22:25:10 +02:00
Christoph Oelckers
13fc658c1f -floatified findplayer and findotherplayer. 2022-10-20 22:25:09 +02:00
Christoph Oelckers
68bc812681 - floatify hande_se35
This looks broken because the destination height is never set anywhere.
2022-10-20 22:25:09 +02:00
Christoph Oelckers
4196195b89 - floatified handle_se25 2022-10-20 22:25:09 +02:00
Christoph Oelckers
5eb9af1e00 - Backend update from GZDoom
IQM model support and a few bugfixes.
2022-10-20 22:24:25 +02:00
Mitchell Richters
bfafe4e21c - Tidy up some of the spaces on SetValueForKey() calls.
* Although I hate the spaces and have no idea why anyone would do this, there's too many such calls in the document so easiest to just stick with it :/
2022-10-21 00:35:59 +11:00
Mitchell Richters
8d2e022250 - Fix broken paths in default configuration on Unix how I asked for it to be fixed. 2022-10-21 00:35:58 +11:00
Unrud
8459ee1cb2 Fix broken paths in default configuraiton on Unix
The default paths for **FileSearch.Directories** and **SoundfontSearch.Directories** are somewhat broken.

`SHARE_DIR` is defined as just `/usr/local/share/`.
The paths `…/games/raze` are not added to **FileSearch.Directories**.
`GAME_DIR` is defined as `.config/raze` on Unix. Combining it with the prefix `…/share/` is wrong.

Excerpt from the default configuration:

```ini
[FileSearch.Directories]
…
Path=/usr/local/share/
…

[SoundfontSearch.Directories]
…
Path=/usr/local/share/.config/raze/soundfonts
Path=/usr/local/share/games/.config/raze/soundfonts
Path=/usr/share/.config/raze/soundfonts
Path=/usr/share/games/.config/raze/soundfonts
```
2022-10-20 23:54:46 +11:00
Mitchell Richters
8bfcb8c939 - Floatify InputPacket::fvel and InputPacket::svel.
* Since all velocities are floated, we can now take each game's keymove scaling into its ticker and use a consistent keymove size, making non-mouselook and controller input truly identical across the games without having to try and fudge any values.
2022-10-20 00:48:09 +02:00
Mitchell Richters
a178ef1ff6 - Duke: Floatify player_struct::fric. 2022-10-20 00:48:09 +02:00
Christoph Oelckers
6310b06118 - got rid of set_int_z in Blood. 2022-10-20 00:48:09 +02:00
Mitchell Richters
def2b9d483 - Flip svel around in the input code so we can use proper anti-clockwise vector math. 2022-10-20 00:48:09 +02:00
Mitchell Richters
1eaab2f531 - Blood: Floatify POSTURE::xOffset and POSTURE::zOffset.
* POSTURE struct is now completely handled.
2022-10-20 00:48:09 +02:00
Mitchell Richters
6fa3e3fc23 - Blood: Swap around POSTURE::xOffset and POSTURE::zOffset given how they're used. 2022-10-20 00:48:09 +02:00
Mitchell Richters
3b5f4b9222 - Blood: Floatify POSTURE accel values. 2022-10-20 00:48:08 +02:00
Mitchell Richters
bbb0cf73f2 - Blood: Floatify POSTURE::normalJumpZ and POSTURE::pwupJumpZ. 2022-10-20 00:48:08 +02:00
Christoph Oelckers
9426f42f41 - replaced old refactoring wrapper. 2022-10-20 00:48:08 +02:00
Christoph Oelckers
088699f5c8 - floatified handle_se20. 2022-10-20 00:48:08 +02:00
Christoph Oelckers
471f64cf72 - fixes for player velocity. 2022-10-20 00:48:08 +02:00
Christoph Oelckers
a847b23e7c - made player.vel a real float vector with proper value range. 2022-10-20 00:48:07 +02:00
Christoph Oelckers
417dc7c330 - floatified gs.gravity and all relations to player.vel. 2022-10-20 00:47:32 +02:00
Christoph Oelckers
6f8d0e7870 - handle all remaining vel uses not related to gravity and clipmove 2022-10-20 00:47:32 +02:00
Christoph Oelckers
3e05acfcc9 - handle ca. half of the remaining use of vel. 2022-10-20 00:47:31 +02:00
Christoph Oelckers
bca4819841 - handle some simple vector additions with velocity. 2022-10-20 00:47:31 +02:00
Christoph Oelckers
c821683bc5 - copy Duke handling of movement code to RR. 2022-10-20 00:47:31 +02:00
Christoph Oelckers
cebecabe66 - search& replace of zero assignments and comparisons. 2022-10-20 00:47:31 +02:00
Christoph Oelckers
2266ae1cd6 - converted vel use in player_d.cpp's main movement functions
Still using conversion factors until all code has been processed.
2022-10-20 00:47:31 +02:00
Christoph Oelckers
b46b087e0c - first round of vel refactoring.
VEL_FACTOR is used as a marker that later can be quickly removed once the data type gets changed over.
2022-10-20 00:47:19 +02:00
Christoph Oelckers
50a9ca49f3 - floatified player_struct::hitang 2022-10-20 00:33:31 +02:00
Christoph Oelckers
a5652655db - floatified gs.playerfriction 2022-10-20 00:20:41 +02:00
Christoph Oelckers
477120923f - made player.vel and gs.playerfriction floating point.
No change in value range yet, but having them as floats now allows easier refactoring.
2022-10-20 00:20:40 +02:00
Christoph Oelckers
8171927c2a - renamed player_struct::vel 2022-10-20 00:19:56 +02:00
Christoph Oelckers
03a0eb7284 - floatified and consolidated handle_se29. 2022-10-20 00:19:56 +02:00
Christoph Oelckers
9a07dc5b7b - floatified handle_se21 and most of movetongue 2022-10-20 00:19:33 +02:00
Christoph Oelckers
a9c7a5e62f - floatified handle_se21 2022-10-19 18:26:16 +02:00
Christoph Oelckers
b0b5dbc55b - eliminated add_int_ceilingz 2022-10-19 18:26:16 +02:00
Christoph Oelckers
81d4ca71d7 - floatified movetouchplate 2022-10-19 18:26:16 +02:00
Christoph Oelckers
8e4a3f1946 - floatified position in RANDOMSCRAP 2022-10-19 18:26:16 +02:00
Christoph Oelckers
23c529589e - eliminated add_int_xvel 2022-10-19 18:26:16 +02:00
Christoph Oelckers
ccbe472444 - added NULL check where it can crash when noclipping. 2022-10-19 18:25:43 +02:00
Christoph Oelckers
a6bf98399c - fixed inconsistency between angle and intangle use.
Angles abused as flag words should always use intangle.
2022-10-19 18:02:05 +02:00
Christoph Oelckers
c51a71ed94 - made some changes to let the engine start up with ASAN enabled on MSVC. 2022-10-19 18:01:28 +02:00
Christoph Oelckers
1553ec812d - magic carpet fixes for SW's $woods.map
* the track point code needs to retain the original distance function because in this case the difference can be critical as it interprets map data.
* two cases of bad vertical distance calculation due to unclear original code.
2022-10-19 17:49:19 +02:00
Christoph Oelckers
6e11a4317e - SW: fixed savegame pic generation corrupting the actor list.
This case missed the call to PostDraw which is responsible for cleaning up some temporary data.
2022-10-19 00:11:44 +02:00
Christoph Oelckers
0cef35c345 - SW: when an actor is killed, all attached ambient sounds must be deleted.
Not only did the sound not stop but what happened here was very much undefined behavior as the ambient sound retained its pointer to now undefined memory.
2022-10-19 00:05:35 +02:00
Christoph Oelckers
11735c2963 - floatified handle_se13. 2022-10-18 20:02:30 +02:00
Christoph Oelckers
998d71875f - floatified handle_se11. 2022-10-18 20:02:30 +02:00
Christoph Oelckers
b62c081d37 - renamed variables in handle_se08 2022-10-18 20:02:30 +02:00