Commit graph

1863 commits

Author SHA1 Message Date
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
Mitchell Richters
ff652f454c - Tidy up how games reapply needed bits at start of tic. 2023-03-22 18:17:50 +11:00
Mitchell Richters
b3c27a177e - Consolidate each game's gi-GetInput() into a unified function.
* Eliminates a lot of boilerplate.
* Consolidation of input accumulation buffers discretely used in each game.
* Allows privatisation of `PlayerAngles::CameraAngles`.
2023-03-18 19:49:25 +11:00
Mitchell Richters
65ee4b14d6 - Move gi->getConsoleActor() directly into the header. 2023-03-18 19:29:29 +11:00
Mitchell Richters
ee294d7fa0 - Blood: Force synchronised input while dead. 2023-03-18 19:29:29 +11:00
Mitchell Richters
bd3e9b305e - Adjust signatures of input functions slightly for consistency. 2023-03-18 19:29:29 +11:00
Mitchell Richters
446218dd7b - Get mouse/controller input by pointed variable and not copy on return. 2023-03-17 20:58:11 +11:00
Mitchell Richters
81caf74721 - Tidy up coord stat to use gi->getConsoleActor() and also print pitch. 2023-03-17 17:28:26 +11:00
Mitchell Richters
3c4b4e4483 - Tidy up warptocoords CCMD since everything is in an actor now.
* Now accepts floating point inputs.
* Restores lost pitch capability.
2023-03-17 17:28:04 +11:00
Mitchell Richters
130c5315e9 - Call PlayerAngles::resetCameraAngles() from within the player loop of each game.
* I was only thinking of the console player initially but since each game can draw the view of other players in network games, each game will need to update and reset the camera angles for all players.
2023-03-17 14:40:18 +11:00
Mitchell Richters
d329328191 - Rename PlayerAngles::RenderAngles to CameraAngles.
* Better conveys what it is and separates it from the already established `getRender*()` methods around the place.
* Sorry Simon!
2023-03-17 14:20:36 +11:00
Christoph Oelckers
d17650f885 - removed the ValidateTarget call from HackSeqCallback.
The original function does not validate its target, it just uses undefined memory instead when this case happens.
2023-03-16 17:49:50 +01:00
Mitchell Richters
8bcbc1b892 - Null the roll angle used for weapon drawing when looking left/right and with Blood's delirium for now.
* Intended to make the look left/right keys better, but doesn't work properly for weapons made up of layered parts of varying sizes.
* Fixes #879.
2023-03-16 16:34:31 +11:00
Mitchell Richters
528eb0ea9a - Blood: Fix state checks when using TNT while diving underwater.
* A mess of bloody proportions...
* Originates from d30c94c709.
* Fixes #878.
2023-03-16 15:50:52 +11:00
Mitchell Richters
07a82508fa - Blood: Fix palette of actor sprite on 2D automap.
* Fixes #846.
2023-03-15 22:22:52 +11:00
Mitchell Richters
7da3c62ea8 - Blood: Repair velocity scaling in ConcussSprite().
* Issue originates back from 645c606e39.
* During initial floatification, the velocity addition was changed a mulscale of 16 to 12, quadrupling the amplification.
* A lot's changed since then, but we can restore the size of the velocity by simply dividing the size value by 4x.
* Turned into a reciprocal as well to avoid division.
* Fixes #860.
2023-03-15 19:42:33 +11:00
Mitchell Richters
2162e51424 - Blood: Amend how QAVs process when game is paused.
* Repair of initial implementation in ebdc9c31f2.
* Fixes #883.
2023-03-14 21:45:47 +11:00
Mitchell Richters
016016b7ab - Blood: Fix max weapons slot test preventing slot 12 from being called.
* Fixes #891.
2023-03-14 21:45:46 +11:00
Mitchell Richters
a90665732c - Clean up other PlayerAngles interfaces for consistency. 2023-03-14 21:45:38 +11:00
Mitchell Richters
62561d863e - Tidy up PlayerAngles::doPitchKeys() interface by passing the whole sync packet through. 2023-03-14 21:45:37 +11:00
Mitchell Richters
18ef460a99 - Tidy up interface for PlayerAngles::doViewPitch() since we have internal access to the player's actor. 2023-03-14 21:45:36 +11:00
Mitchell Richters
991ef5c27f - Minor input tidy-up. 2023-02-04 17:05:18 +11:00
Christoph Oelckers
8052bc7e46 - fixed bad vector addition to incorrect variable. 2023-01-29 09:05:35 +01:00
Christoph Oelckers
dce0afe499 - Blood: fixed application of push velocity. 2023-01-28 12:43:46 +01:00
Christoph Oelckers
fc547f5ada - Blood: fixed bad array resize. 2023-01-28 10:59:27 +01:00
Christoph Oelckers
3b8956c728 - Blood: make sure that tracking condition data is always properly initialized. 2023-01-28 10:11:34 +01:00
Christoph Oelckers
19a58ddeb0 - Blood: fixed velocity for ejected shell casings. 2023-01-21 14:33:42 +01:00
Christoph Oelckers
9cc7f90410 - Blood: reverted GetSpriteExtents to integer math.
The change in precision was enough to make the game misbehave.
2023-01-21 13:56:14 +01:00