Mitchell Richters
29e021b5bf
- Move crouch toggling back into the backend so the toggle key can be used as a swim key.
...
* Reverts 272dfa762d
, but is a fresh implementation.
* I doubted anyone was doing this but apparently not.
* Exhumed needed a bit more work as it has very specific underwater checks.
2023-09-24 14:15:49 +10:00
Christoph Oelckers
615267dbd4
- fixed incorrect setup in Blood map loader.
2023-09-23 21:13:03 +02:00
Christoph Oelckers
82057bcd5a
- Backend update from GZDoom-
...
This compiles but doesn't run.
2023-08-23 20:36:19 +02:00
Christoph Oelckers
d34bad3045
- adapted game side code.
2023-08-19 19:41:40 +02:00
Christoph Oelckers
2095a2120c
- consolidated the 4 ReadSound functions.
2023-08-19 18:11:19 +02:00
Christoph Oelckers
3c695a5abd
- adapted to backend changes.
2023-08-19 18:08:27 +02:00
Christoph Oelckers
0b158dbdd0
- Blood: use texture IDs in drawElements.
2023-05-30 19:05:33 +02:00
Christoph Oelckers
117874bb72
- Blood: fixed bad scaling in viewBurnTime.
2023-05-30 18:57:44 +02:00
Christoph Oelckers
6866e86e3e
- missed change for Blood
2023-05-27 09:11:26 +02:00
Christoph Oelckers
92f2503160
- did a bit of optimization on sfxinfo_t.
...
Using two bytes of alignment gap to add a userval variable.
2023-05-27 09:03:10 +02:00
Christoph Oelckers
c707167c94
- eliminated all uses of tile index constants in Blood.
...
The literal numbers still remain, though.
2023-05-20 18:28:29 +02:00
Christoph Oelckers
4e4be4f3d0
- use the global texture ID array where available.
2023-05-20 18:08:58 +02:00
Christoph Oelckers
6de41eec46
- get rid of last tileGetTexture calls in Blood.
2023-05-20 18:08:58 +02:00
Christoph Oelckers
2f2021f5d2
- Blood: simplify burnTable.
2023-05-20 13:17:55 +02:00
Christoph Oelckers
058f1b4233
- handle exclusion of tilenum 0 for sprites in the backend.
2023-05-20 12:55:58 +02:00
Christoph Oelckers
22415d0d22
- Duke: for camera textures, set display_mirror
to 2, not 1.
...
This avoids actually mirroring the sprites while otherwise retaining the effects on player visibility. Although a value of 1 was working previously it was merely by happenstance, not by design.
Also remove two redundant local copies of display_mirror in Blood and SW.
2023-05-19 22:53:17 +02:00
Christoph Oelckers
6e060c2e83
Revert "- Tidy up autosaving for all the games."
...
This reverts commit 10445635cf
.
Contrary to what the reverted commit states, it is absolutely essential to have this delay. Duke and Blood initialize a lot of things in their first tick that are necessary before the world is stable to save.
2023-05-19 22:53:17 +02:00
Christoph Oelckers
5d4e6696ca
- Blood: clear gHitInfo when starting a level.
2023-05-19 22:53:17 +02:00
Christoph Oelckers
ff24711710
-put the remaining directly accessed textures into the aTexIDs arrays for Blood and Exhumed.
2023-05-19 22:51:32 +02:00
Christoph Oelckers
481f139962
- put texture ID lists into a namespace.
...
These conflicted with each other.
2023-05-19 22:51:31 +02:00
Christoph Oelckers
4e8dfe8986
- got rid of the laat picnums in Blood.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
a662a3bd12
- another bunch of picnums in Blood removed.
...
4 remaining after this.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
83dfd77bd0
- eliminate picnums in QAV code.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
9a703639cb
- final cleanup of Blood/Exhumed changes.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
f115f9427d
- got rid of a few more picnum references in Blood.
2023-04-29 11:32:03 +02:00
Christoph Oelckers
76c0de2ef1
- moved some of Blood's precaching info to external data.
2023-04-29 11:32:03 +02:00
Christoph Oelckers
52706e9afd
- handle the direct assignments of values to picnum in Blood.
2023-04-29 11:32:02 +02:00
Christoph Oelckers
36c07aaca5
- did some simple picnum replacements in Blood.
2023-04-29 11:32:02 +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
5d4f137623
- migrated Duke's entire HUD weapon code to texture names.
2023-04-29 09:16:46 +02:00
Mitchell Richters
11181f51f8
- Allow roll input through the packet system, giving us 6DOF for VR usage, etc.
2023-04-24 21:31:21 +10:00
Mitchell Richters
67390511b7
- Blood: Hook up InputPacket::uvel
to relevant code.
2023-04-24 19:06:48 +10:00
Christoph Oelckers
b2493116f8
- use texture IDs in the model interface.
2023-04-23 09:52:56 +02:00
Mitchell Richters
71d833f9ea
- Make Exhumed's new view tilting features accessible for all games.
2023-04-22 19:34:53 +10:00
Mitchell Richters
bb19997a2c
- Apply pitch/yaw input along-side the key inputs.
...
* Removes a lot of duplicated code.
2023-04-21 21:13:18 +10:00
Mitchell Richters
b803a8299d
Revert "- Blood: Repair velocity scaling in ConcussSprite()
."
...
This reverts commit 7da3c62ea8
.
* 7554808104
has the proper fix.
2023-04-16 16:11:57 +10:00
Christoph Oelckers
7554808104
- Blood: fixed bad damage scaling in ConcussSprite
...
This uses the square of the distance, so the factor between Build's Q28.4 format and floats is not 16, but 16*16 = 256.
2023-04-08 10:46:35 +02:00
Mitchell Richters
12c50b4af0
- Blood: Fix missing input bit in GameInteface::reapplyInputBits()
.
2023-04-04 16:55:44 +10:00
Mitchell Richters
a68fcfc71c
- Remove GameInterface::getConsoleAngles()
, it's not needed anymore.
2023-04-04 07:02:39 +10:00
Christoph Oelckers
8208c7fc0b
- some texture name cleanup
2023-04-02 16:45:43 +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
bcbebc5c1a
- Blood: Fix potential null actor access in gi->CanSave()
.
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
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
f68c168ae4
- Blood: Delete empty file that got missed.
2023-03-23 20:36:37 +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
88e6a6e894
- Rework ff652f454c
slightly to accept an InputPacket
pointer.
2023-03-22 20:08:53 +11:00