Christoph Oelckers
3ccf3ab52d
- pointers in mirror struct.
2021-12-26 23:08:42 +01:00
Christoph Oelckers
4d8434ffd2
- CircleCamera and interpso.cpp
2021-12-26 23:08:42 +01:00
Christoph Oelckers
40ae38c173
- calcChaseCamPos.
2021-12-25 21:29:03 +01:00
Christoph Oelckers
16bdea1b2e
More SW shorts
2021-12-25 21:28:54 +01:00
Christoph Oelckers
6a9b377724
SW de-shortification
2021-12-25 21:28:53 +01:00
Christoph Oelckers
7d2404ce76
- made sector a TArray.
2021-12-25 21:28:49 +01:00
Christoph Oelckers
bd43f49c29
- replaced half of the remaining SectUser accesses.
2021-12-25 21:28:46 +01:00
Christoph Oelckers
4266edfa04
- SW: automatic ->sector() replacements (lots of them)
2021-12-25 21:28:46 +01:00
Christoph Oelckers
f6db4a8e51
- SW: move User into DSWActor.
2021-12-25 21:28:39 +01:00
Christoph Oelckers
1de9c63d45
- fixed center aligned rendering of 2D content.
...
This calculates the centered pivot point in integer texel coordinate space so for odd numbers it must round down instead of using a fractional position.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
cd3288860a
- fixed automap player drawing for follpw mode off in all games.
2021-11-29 00:56:32 +01:00
Christoph Oelckers
ed2d8373fc
- final cleanup.
2021-11-29 00:56:17 +01:00
Christoph Oelckers
e12ae040de
- collision code cleanup.
...
# Conflicts:
# source/games/sw/src/game.h
# source/games/sw/src/sprite.cpp
# Conflicts:
# source/games/sw/src/game.h
2021-11-29 00:56:17 +01:00
Christoph Oelckers
2f1e23a654
- replaced PLAYER::PlayerSprite with PLAYER::actor
...
# Conflicts:
# source/games/sw/src/save.cpp
2021-11-29 00:56:15 +01:00
Christoph Oelckers
57fc6ce53a
- several smaller Shrap functions.
2021-11-29 00:56:05 +01:00
Christoph Oelckers
f66dcd8d53
- fixed deletion of FAF_COPY actors.
...
This called the wrong function.
2021-11-29 00:55:56 +01:00
Christoph Oelckers
269f2580b9
- obsolete prototypes in Exhumed
2021-11-29 00:55:43 +01:00
Christoph Oelckers
b878bf8aac
- SW: renamed all unsigned chars to uint8_t
...
Also deletes some unused declarations
2021-11-29 00:55:43 +01:00
Christoph Oelckers
01abe7b2ac
- addressed most unused/uninitialized variable warnings from MSVC.
2021-11-29 00:55:30 +01:00
Christoph Oelckers
5078750569
- sprite indices in mirrors converted to actor pointers
2021-11-29 00:55:28 +01:00
Christoph Oelckers
7d7000f6ab
- FindNearSprite + PLAYER::remote_sprite.
2021-11-29 00:55:26 +01:00
Christoph Oelckers
8336f689dd
- DoPickTarget.
2021-11-29 00:55:24 +01:00
Christoph Oelckers
5eca574bba
- got rid of some rarely used macros.
2021-11-29 00:55:23 +01:00
Christoph Oelckers
928b5d2ee8
- SW: un-flag mirrors that got smashed.
...
The new renderer cannot check tilenums.
2021-11-29 00:55:18 +01:00
Christoph Oelckers
e192f4d40f
- rest of draw.cpp.
...
This file is very messy...
2021-11-29 00:55:17 +01:00
Christoph Oelckers
919a08448e
- first half pf draw.cpp
2021-11-29 00:55:17 +01:00
Christoph Oelckers
de12433809
- USER::Attach and SetAttach.
2021-11-29 00:55:13 +01:00
Christoph Oelckers
c0c27dfd1a
- replaced lo_sp with an actor pointer, both in USER and PLAYER.
2021-11-29 00:55:10 +01:00
Christoph Oelckers
16f9d4ec36
- got rid of COVERupdatesector
...
Not needed as it just forwards to the engine’s updatesector - and it gets in the way of other changes
2021-11-08 23:11:30 +01:00
Christoph Oelckers
d20aa47adf
- made sector parameter of updatesectorz an int and deprecated the short version.
2021-11-06 19:27:51 +01:00
Christoph Oelckers
83fe41e71e
- made updatesector receive a 32 bit int pointer and deprecated the 16 bit variant.
2021-11-06 15:53:16 +01:00
Mitch Richters
9495b9e6d0
- SW: Interpolate the player's weapon recoil.
...
* Reported as missing by @nashmuhandes.
2021-10-31 08:53:26 +11:00
Christoph Oelckers
62d0d3712e
- use a sprite flag to mark mapped sprites.
...
This avoids another global array which needs to be addressed by sprite index.
2021-10-14 15:09:43 +02:00
Christoph Oelckers
a358cf8516
- SW: eliminated all SPRITE_TAG# macros.
2021-10-12 22:21:08 +02:00
Mitchell Richters
9d64779da0
- SW: Replace all uses of NULL
with nullptr
.
2021-07-10 22:25:18 +10:00
Christoph Oelckers
9c60ab791b
- implemented all needed font overrides for localization.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
a7921e4c01
- use the same formula as Duke to offset SW's shadows in Polymost.
2021-05-29 14:04:57 +02:00
Christoph Oelckers
8fae793341
- defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
...
This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00
Christoph Oelckers
1085b0b7a2
- first batch of SW warning fixes.
2021-05-12 21:49:34 +02:00
Christoph Oelckers
e40ed2262e
- cleanup of 'gotpic' handling.
2021-05-10 20:13:28 +02:00
Christoph Oelckers
3dfc3e73d2
- only process actually existing mirrors when updating their state.
2021-05-08 15:23:45 +02:00
Kevin Caccamo
6e1554d7ae
Fix mirror updates in Shadow Warrior
2021-05-08 14:58:20 +02:00
Christoph Oelckers
8003ab6fa3
Merge branch 'scriptable_cutscenes' into newrenderer
2021-05-02 22:37:46 +02:00
Christoph Oelckers
aa148d602c
- scriptified SW's 2D screens.
...
Compiles but not tested yet.
2021-04-30 20:08:35 +02:00
Christoph Oelckers
14971f9569
Merge branch 'master' into newrenderer
2021-04-22 00:10:37 +02:00
Christoph Oelckers
66e5b9ada7
- SW: save SectUser as JSON, also store in a managed array.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
32955621f8
- removed all parental lock garbage from SW.
...
Better get rid of it as it's a major complication as implemented.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
bbb53bc717
- refactored the main User array into something that's automatically managed.
2021-04-22 00:03:14 +02:00
Mitchell Richters
d34070b8ae
- gameinput.h: Remove precise bool from horizsumfrac()
, look_anghalf()
and looking_arc()
added in a4895cb270
.
...
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Mitchell Richters
a4895cb270
- All Games: Allow for HUD interpolation to be disabled.
...
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00