Commit graph

738 commits

Author SHA1 Message Date
Christoph Oelckers
2c917ca7e1 - fixed cherry picked commit from upstream. 2020-12-08 22:21:03 +01:00
Szilárd Biró
3713cb0f09 PCExhumed: Torch bouncing fix 2020-12-08 22:03:43 +01:00
Christoph Oelckers
88bed95400 - Exhumed: Changed visibility from 2048 to 1024 because 2048 is clearly far too dark.
GDX also uses 1024 - I have no idea how PCExhumed gets away with 2048 here.
2020-12-06 20:25:23 +01:00
Christoph Oelckers
d4198a5b1a - Exhumed: 'paused' should not be part of the 'in a game' check.
Fixes #209
2020-12-06 08:39:40 +01:00
Christoph Oelckers
99da4151d1 - fixed duplicate "snakecam" key in Exhumed savegame
This could cause the snake cam to be activated just by reloading a save.
Fixes #213
2020-12-06 08:22:56 +01:00
Christoph Oelckers
25ef58f897 - re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine. 2020-12-01 23:57:39 +01:00
Christoph Oelckers
1d6d58538c - cleaned out the remains of the old savegame code. 2020-12-01 12:58:10 +01:00
Christoph Oelckers
67dff2a863 - Exhumed: Serialize global state as JSON.
This was the last item to be converted.
2020-12-01 12:58:10 +01:00
Christoph Oelckers
487d62e264 - Exhumed: Bullet and Grenade. 2020-12-01 12:58:10 +01:00
Christoph Oelckers
54eec61828 - Exhumed: Init 2020-12-01 12:58:10 +01:00
Christoph Oelckers
15579798ad - Exhumed: bubbles and gun. 2020-12-01 12:58:09 +01:00
Christoph Oelckers
08d8ba8fe4 - Exhumed: lighting 2020-12-01 12:58:09 +01:00
Christoph Oelckers
83ba046d04 - Exhumed: items and move. 2020-12-01 12:58:09 +01:00
Christoph Oelckers
bb0ef6ff70 - Exhumed: Objects. 2020-12-01 12:58:09 +01:00
Christoph Oelckers
262af72235 - Exhumed: Anims and Player. 2020-12-01 12:58:09 +01:00
Christoph Oelckers
531d7c96b4 - Exhumed: Queen 2020-12-01 12:53:10 +01:00
Christoph Oelckers
026d355096 - serialize Ra as JSON, do not serialize Ramses.
The Ramses intermissions cannot be safely resumed from a savegame - so saving was blocked there, meaning that this data does not need to be saved.
2020-12-01 12:53:10 +01:00
Christoph Oelckers
6475d772ca - Exhumed: Runlist and Rand. 2020-12-01 12:19:09 +01:00
Christoph Oelckers
c1b478bf83 - Exhumed: Snake and Sequence
# Conflicts:
#	source/exhumed/src/save.cpp
2020-12-01 12:15:43 +01:00
Christoph Oelckers
e8c56b1f9f - Exhumed: serialize the status bar as JSON - added a helper class to handle static arrays with an attached free list more easily. 2020-12-01 12:15:43 +01:00
Christoph Oelckers
1b2895bee6 - Exhumed: wrap all serialized game data into another JSON object
# Conflicts:
#	source/exhumed/src/save.cpp
2020-12-01 12:15:43 +01:00
Christoph Oelckers
ae36ea88c3 - wrap all checks of cl_syncinput in an inline function. 2020-11-30 23:40:16 +01:00
Mitchell Richters
22f7fc93f4 - Exhumed/SW: Move code to trigger synchronised input for edge cases where its needed into gamecontrol. 2020-12-01 07:31:47 +11:00
Christoph Oelckers
0b797b0ccd - Exhumed: added JSON serialization for view and switch - also renamed the fields in the switch struct.
Some refactoring was needed to put a plain C array into a TArray to remove the limits.
2020-11-29 23:32:28 +01:00
Christoph Oelckers
9a345bdfa7 - Exhumed: Wasp 2020-11-29 22:29:36 +01:00
Christoph Oelckers
45ee475df7 - Exhumed: Set. 2020-11-29 20:59:42 +01:00
Christoph Oelckers
59e9cfa6ac - Exhumed: Scorpion 2020-11-29 20:52:16 +01:00
Christoph Oelckers
cf5982b3fc - Exhumed: Roach. 2020-11-29 20:47:55 +01:00
Christoph Oelckers
4f1999ab24 - Exhumed: Rex 2020-11-29 20:43:35 +01:00
Christoph Oelckers
4543982e54 - Exhumed: Rat 2020-11-29 20:39:27 +01:00
Christoph Oelckers
d92428d217 - Exhumed: The mummy has been handled, too - also renamed some fields to match the other enemies. 2020-11-29 20:34:55 +01:00
Christoph Oelckers
1fa087767e - Exhumed: ... and for the lava dude. 2020-11-29 20:30:17 +01:00
Christoph Oelckers
bd3efcb6c4 - Exhumed: same procedure for the Lion. 2020-11-29 20:26:54 +01:00
Christoph Oelckers
b669e5405d - Exhumed: did the same for the fish, changed some disassembly names and removed unused fields from enemy structs. 2020-11-29 20:16:58 +01:00
Christoph Oelckers
e81dbbdc93 - Exhumed: limit removal, cleanup and JSON serialization for the spider. 2020-11-29 19:32:58 +01:00
Christoph Oelckers
b26f6157e9 - Exhumed: Anubis cleanup, JSON serialization and limit removal. 2020-11-29 19:20:38 +01:00
Christoph Oelckers
cd1b79a703 - use stricter checks when trying to levelwarp.
If saving is blocked, so should changing the level.
Fixes #204.
2020-11-29 15:22:54 +01:00
Christoph Oelckers
a34f5debe8 - route the shared control CCMDs through the game interface instead of registering local variants for each game. 2020-11-29 13:35:09 +01:00
Christoph Oelckers
48b16d5233 - cleanup on player CVAR use. 2020-11-29 13:22:04 +01:00
Christoph Oelckers
81bdee90f7 - Exhumed: interpolate texture animations. 2020-11-26 18:32:37 +01:00
Christoph Oelckers
d22229c042 - removed the unused interpolation utilities in Exhumed.
None of this was used, but with the shared implementation it isn't needed anymore.
2020-11-26 18:32:37 +01:00
Christoph Oelckers
2cd3927613 - use floats for wall panning offsets. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9 - make sector panning variables floats and added some convenience wrappers. 2020-11-26 18:32:35 +01:00
Mitchell Richters
1504e19cf8 - Exhumed: Add sprite interpolation to analyzesprites(). 2020-11-26 19:15:49 +11:00
Mitchell Richters
b9e1cbb5de - gamecontrol.h: Move getHalfLookAng() into PlayerAngle struct as look_anghalf().
* Uses internal struct variables at full BAM precision.
2020-11-26 16:37:37 +11:00
Christoph Oelckers
0b115ac9c7 - Exhumed: added a countdown display for the magic spells in the fullscreen HUD. 2020-11-24 21:04:27 +01:00
Christoph Oelckers
7470286d5b - Exhumed: Switch sounds must use CHANF_LISTENERZ because they use no z-coordinate for their position. 2020-11-24 00:14:32 +01:00
Christoph Oelckers
8cbd67974e - Exhumed: fixed typo in player taunt code. 2020-11-23 19:32:12 +01:00
Christoph Oelckers
2fda1b9d52 - Exhumed: fixed positioning of the player's scream sound.
This was played on the wrong actor - the calling code passed 0 instead of the player's actual sprite index.
2020-11-23 18:38:58 +01:00
Christoph Oelckers
169d708547 - removed all remaining uses of tilesiz. 2020-11-23 08:55:02 +01:00