Christoph Oelckers
d4439b879c
- Blood: added checks to the SEQ code to handle situation where their attached object has been removed from the game.
2021-10-10 11:46:38 +02:00
Christoph Oelckers
62502439d7
- eliminated HITINFO.hitsprite.
...
This was one of the more annoying sprite index variables because it is part of static global data.
2021-10-09 23:09:09 +02:00
Christoph Oelckers
9b4ee3dc2c
- some remaining sprite[] access in ai.cpp
...
# Conflicts:
# source/games/blood/src/ai.cpp
2021-10-09 23:09:08 +02:00
Christoph Oelckers
f712a674ce
- removed the few remaining uses of actDamageSprite_.
2021-10-09 23:09:08 +02:00
Christoph Oelckers
3ab636a13a
- sfxPlay3DSound calls partially migrated.
2021-10-09 23:09:08 +02:00
Christoph Oelckers
741d24b9df
- iterators in teslaHit.
2021-10-09 23:09:07 +02:00
Christoph Oelckers
ea7ff0b5eb
- parameter stuff in a few weapon functions.
2021-10-09 23:09:07 +02:00
Christoph Oelckers
e64e359d07
- iterators in StompSeqCallback
2021-10-09 23:09:07 +02:00
Christoph Oelckers
39b9ddc04c
- target stuff in aiInitSprite
2021-10-09 23:09:07 +02:00
Christoph Oelckers
b8d55feb1e
- actor parameter substitution and a few bad constants.
2021-10-09 23:08:44 +02:00
Christoph Oelckers
fbae41ee0a
- renamed the sprite variant of aiDamageSprite.
2021-10-09 23:08:43 +02:00
Christoph Oelckers
bbe3f333fa
- replaced some GetSpriteExtents calls with GetActorExtents.
2021-10-09 23:08:43 +02:00
Christoph Oelckers
44b0e59127
- aiProcessDudes and aiInitSprite done, completing the main pass over ai.cpp.
2021-10-09 23:08:43 +02:00
Christoph Oelckers
29e245dfce
- aiProcessDudes, getting rid of the global cumulDamage array and some reformatting
2021-10-09 23:04:29 +02:00
Christoph Oelckers
6968a072ae
- another formatting-only commit.
...
# Conflicts:
# source/games/blood/src/ai.cpp
2021-10-09 23:04:29 +02:00
Christoph Oelckers
fe92188b0c
- removed the dudeIsPlayingSeq variant taking a sprite parameter.
2021-10-09 23:03:09 +02:00
Christoph Oelckers
890cc4947b
- use actor parameters for aiSetTarget and aiActivateDude in several places.
2021-10-09 23:03:09 +02:00
Christoph Oelckers
61d9cd1b17
- switched all aiPlay3DSound calls to use actors.
2021-10-09 23:02:40 +02:00
Christoph Oelckers
bdba52aede
- refactored aiDamageSprite.
2021-10-09 23:02:20 +02:00
Christoph Oelckers
10b0bba53e
- fixed warnings in Exhumed.
2021-10-08 19:24:45 +02:00
Christoph Oelckers
948f194064
- fixed warnings in Duke.
2021-10-08 19:21:29 +02:00
Christoph Oelckers
8606b2ea5a
- fixed warnings in Blood.
2021-10-08 19:09:26 +02:00
Christoph Oelckers
39319a9582
- fixed warnings in common code.
2021-10-08 19:07:56 +02:00
Christoph Oelckers
29769dd673
- fixed engine code warnings pointed out by XCode 13.
2021-10-08 19:06:41 +02:00
Christoph Oelckers
9b047c771c
- reformatting of aiDamageSprite, no logic change here.
2021-10-07 22:54:18 +02:00
Christoph Oelckers
c8501f8ea6
- refactored aiSetTarget
2021-10-07 22:54:18 +02:00
carnivoroussociety
e6e9bac04b
Add ifdef'd correct code for DUDEEXTRA struct saving
2021-10-07 22:51:43 +02:00
carnivoroussociety
8998d92688
Restore original savename variables for DUDEEXTRA struct
2021-10-07 22:51:42 +02:00
carnivoroussociety
8dbd0f10d3
Refactored DUDEEXTRA struct and correctly init state
...
# Conflicts:
# source/games/blood/src/aiboneel.cpp
# source/games/blood/src/aicerber.cpp
# source/games/blood/src/aigarg.cpp
# source/games/blood/src/aighost.cpp
# source/games/blood/src/aitchern.cpp
2021-10-07 22:51:42 +02:00
Christoph Oelckers
8168c6f85c
- use the vel() wrappers in a few more places.
2021-10-07 22:48:08 +02:00
Christoph Oelckers
595893a9a0
- added a few more ValidateTarget calls.
2021-10-07 22:48:08 +02:00
Christoph Oelckers
a3a5e7e90b
- renamed aiSetTarget.
2021-10-07 22:48:08 +02:00
Christoph Oelckers
2348dd8848
- backend update from GZDoom
...
* GLES backend fixes.
* font colorization fixes.
* option menu spacing fix
2021-10-07 22:46:45 +02:00
Christoph Oelckers
49e0c461c2
- Backend update from GZDoom.
...
This is mainly bringing the GLES backend up to date.
2021-10-07 22:46:45 +02:00
Mitch Richters
61ba58c529
- Duke: Use DeferredGameStart()
instead of ChangeLevel()
in cheatLevel()
to instantly warp to the targeted map, matching DOS behaviour.
...
* Fixes #529 .
2021-10-05 08:50:05 +11:00
Mitch Richters
5732ea0233
Revert "- Blood: Use more precision for flicker, quake and tilt effects."
...
This reverts commit 3c09f41b43
.
* Fixes #554 .
2021-10-05 08:43:32 +11:00
Christoph Oelckers
95acafdbac
- manual update of NBlood commit 24908021f3b844a73de05632565d55d5b71b577c
...
- Fix kModernCustomDude is not inheriting sprite size if SEQ have zero repeats
- Damage scale tweaks for kModernCustomDude
- Fix hitscan kModernCondition
2021-09-19 16:35:02 +02:00
Christoph Oelckers
1732d206bd
- Blood: fixed flare gun no longer being able to set trees on fire.
...
Somehow a bad damage type got in here...
2021-09-18 20:13:05 +02:00
Christoph Oelckers
0d4e0d72fb
- fixed vertex generation when splitting walls by planes on old hardware.
2021-09-18 13:04:46 +02:00
Christoph Oelckers
01e9d8e5e1
- remaining parts of GLES.
2021-09-18 13:03:36 +02:00
Christoph Oelckers
a3d9cd9a68
- Backend update from GZDoom - mainly for GLES2 support.
2021-09-18 12:20:28 +02:00
Christoph Oelckers
11aea1c5d4
- more target replacements.
2021-09-17 20:49:27 +02:00
Christoph Oelckers
b9f6120380
- handle target validations in AI functions properly.
...
Now they will all print the function name along with the message and not rely on assert abuse.
2021-09-17 20:49:27 +02:00
Christoph Oelckers
261301bdea
- replacing target_i, batch 1.
...
This was the simple stuff, mostly done by search&replacing common patterns.
2021-09-17 20:49:27 +02:00
Christoph Oelckers
90091965ba
- replaced most occurences of target_i in already refactored code.
2021-09-17 20:49:27 +02:00
Christoph Oelckers
7a6629ce6a
- renamed XSPRITE::target to target_i.
...
This is to make searching for it easier as 'target' is a very common word in the source.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
774a015e6b
- aiChooseDirection and its subfunctions.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
a79d362b40
- dudeIsPlayingSeq + aiPlay3DSound.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
7054313dd4
- formatting only.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
00d0099333
- removed a few compatibility wrappers.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
6a1ffca34f
- actCheckExplosion, removed array access from SEQ callbacks in actor.cpp and renamed the two which still had assembly names.
2021-09-17 20:49:25 +02:00
Christoph Oelckers
663ecc79d1
- actFireVector
2021-09-17 20:49:25 +02:00
Christoph Oelckers
d6724185b3
- removed a few redundant one-liner functions.
2021-09-17 20:49:25 +02:00
Christoph Oelckers
d7078dda48
- actGetRespawnTime + actCheckRespawn.
2021-09-17 20:49:25 +02:00
Christoph Oelckers
6db18e61d9
- Blood: use a TArray for gPost and store actors as pointers.
...
This also does not need to be serialized because it gets cleared at the end of each game tick and will always be empty when saving is done.
2021-09-17 20:49:05 +02:00
Christoph Oelckers
4526f4149b
- actSpawnThing and actFireThing.
2021-09-16 00:11:20 +02:00
Christoph Oelckers
7c1826e909
- fixed typo in the actor variant of seqKill.
2021-09-16 00:04:18 +02:00
Christoph Oelckers
c5d7455317
- actSpawnDude.
2021-09-16 00:01:16 +02:00
Christoph Oelckers
e8187b4a99
- fixed bad serializers for vec2_t and vec3_t.
2021-09-12 18:42:58 +02:00
Christoph Oelckers
6be611fd94
- fixed merge.
2021-09-12 18:32:11 +02:00
Christoph Oelckers
d466ea155f
- Exhumed: Avoid masking bits into the sector index as well.
...
# Conflicts:
# source/games/exhumed/src/player.cpp
2021-09-12 18:28:47 +02:00
Christoph Oelckers
9991e6665c
- Exhumed: Avoid masking sound flags into the sprite index.
...
This put a hard 4096 sprites limit into the engine. It's also a blocker for refactoring.
2021-09-12 18:27:30 +02:00
Christoph Oelckers
d82b7ff51c
- Exhumed: renamed disassembly variable.
2021-09-12 18:27:30 +02:00
Christoph Oelckers
f7a475aa94
- Exhumed: fixed sound origin in DoRegenerates.
...
Should be the actual sprite, not the table index...
# Conflicts:
# source/games/exhumed/src/items.cpp
2021-09-12 18:27:17 +02:00
Christoph Oelckers
7f485bfab1
- split off the extended sprite flags into their own word.
...
Some code overwrites the cstat field entirely (thanks Duke, for being sloppy with this...!)
2021-09-12 18:26:35 +02:00
Christoph Oelckers
99ecfe133d
- flag sprites for automapping regardless of the 'automapping' variable's value.
...
Duke should show its floor sprites, too.
2021-09-12 18:22:38 +02:00
Kevin Caccamo
2297c9351a
Attempt to fix music replacement definitions again
...
Store per-map music replacements in a TMap, and perform the replacements after parsing the MAPINFO
2021-09-12 18:21:42 +02:00
Christoph Oelckers
6dcd7e2557
- do not crash on badly defined walls where the end point is missing.
2021-09-12 18:18:26 +02:00
Christoph Oelckers
585f841f96
- core shader override block, backported from GZDoom.
2021-09-12 18:18:26 +02:00
Christoph Oelckers
61bc90949b
- Blood: fixed super secret notification on the level summary screen.
2021-09-12 18:17:51 +02:00
Christoph Oelckers
0e82d75325
- SW: fixed recursive saving of panel sprites
2021-09-12 18:17:50 +02:00
Christoph Oelckers
bad57f6a5f
- clear pspAsArray at the beginning of a save/load operation, not at the end.
...
If done at the end it may leave behind some stale data if saving or loading fails for some reason.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
e13426ec6e
- SW: avoid crashing when unwinding from a savegame loading error.
...
The linked list may be incomplete in this case.
Also kept the macro unmangling done to debug this code.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
3c3da13d3f
- fixed seqKill actor variant.
2021-09-12 18:17:27 +02:00
Christoph Oelckers
fefc9e91da
- rename weaponhit to DDukeActor.
...
Just make do with one name instead of aliasing it.
2021-08-30 08:12:39 +02:00
Christoph Oelckers
2b6bc414f5
- Duke: fixed a few places using a sprite index where a player index is needed.
2021-08-30 08:08:33 +02:00
Christoph Oelckers
0bd0923f44
- cleaned up some dirty code.
2021-08-30 08:07:40 +02:00
Christoph Oelckers
07eda3cb4a
- Duke: don't process input when not in a game.
2021-08-30 08:06:26 +02:00
Christoph Oelckers
bac1480997
- Blood: fixed use of bad index variable in condCheckSector
2021-08-28 18:00:13 +02:00
carnivoroussociety
deefbcf431
Use PlayerName()
2021-08-28 16:46:01 +10:00
carnivoroussociety
2b44f8e79d
Carry over team flag fix from nblood
2021-08-28 16:46:01 +10:00
carnivoroussociety
049665e03e
Fixed bug collecting lifeleech with ignited tnt/spray
2021-08-28 16:46:01 +10:00
Mitchell Richters
2fbfa82fe8
- Blood: Add interpolated weapon QAVs to WeaponInit()
and WeaponPrecache()
functions.
2021-08-28 16:43:17 +10:00
Mitchell Richters
726edc199e
- Blood: Add SetQAV()
static function to abstract away from directly setting the player's weaponQav
variable to allow us to properly reset the framerate QAV timer values to 0 as well.
2021-08-28 16:43:17 +10:00
Mitchell Richters
3c09f41b43
- Blood: Use more precision for flicker, quake and tilt effects.
2021-08-28 16:43:16 +10:00
Christoph Oelckers
dc0d201275
- Blood: added serialization for the tracking conditions array.
2021-08-27 18:23:04 +02:00
Mitchell Richters
656ec8ef06
- Blood: Apply a slightly better fix for the akimbo shotgun animation kQAV2SHOTF2
(res_id: 61).
...
* The issue here is that `pPlayer->weaponTimer` reaches 0 before the animation plays out. This is because the QAV timer has its own ticrate independent of the game's timer.
* A workaround like this is still the best approach for now as its not easily possible to remove `weaponTimer` within the game without messing up the trigger system that runs at ticrate.
2021-08-27 22:18:57 +10:00
Christoph Oelckers
f3e10a595d
- Blood: fixed pod fireballs not exploding.
...
Looks like something went wrong with cleaning out the broken code that once was here.
2021-08-27 13:25:01 +02:00
Christoph Oelckers
e010dce812
- Blood: fixed occasionally disappearing sprites when hitting something with the tesla gun.
2021-08-26 09:31:32 +02:00
Christoph Oelckers
9b061f9829
- Blood: fixed crash with Gargoyle projectiles.
...
Thanks, MSVC, for not warning about this... :(
2021-08-26 08:18:24 +02:00
Christoph Oelckers
1fbaeceada
- Blood: avoid double free of sprites.
...
This happened to me once in Death Wish.
2021-08-26 08:18:23 +02:00
carnivoroussociety
03e6bb3696
Skip CheckProximityWall when newSectCheckMethod is set
...
Fixes edge case where CheckProximityWall misses
2021-08-26 08:02:11 +02:00
Mitchell Richters
6d06f063f6
- Blood: Directly use the incoming loopable
bool from gi->AddQAVInterpProps()
in the QAVInterpProps
struct.
...
* During the initial implementation, there were more flags than this single one. I don't foresee any further flags coming so lets go for cleaner code.
2021-08-26 11:20:26 +10:00
Mitchell Richters
37f8fc8b0d
- Allow disabling of load screens like how they were before the move of ScreenJob from native code to ZScript.
2021-08-26 10:34:00 +10:00
Mitchell Richters
f44d695245
- Fix some warning messages in the defineqav
DEF parser.
2021-08-26 10:33:24 +10:00
Christoph Oelckers
c80831555c
- Blood: fixed broken missile collision checks.
...
Curse that stupid bit masking madness in clipmove. As long as this code isn't properly abstracted, we still need to handle it on the game side.
2021-08-25 08:47:40 +02:00
Christoph Oelckers
0cad0b9258
- reformatting the mess created by TortoiseMerge.
2021-08-25 08:46:31 +02:00
Christoph Oelckers
c288de920d
- Blood: don't abort the INI scanner if it finds a file with resource file index 0.
...
0 is also used for on-the-fly addition of data to the file system, so this must run through the entire directory to be safe.
2021-08-24 18:40:29 +02:00
Mitchell Richters
fd149e50ee
- Remove early return from GrpScan()
that was allowing addons to come through even if they weren't valid.
...
* Raze configured to only search $PROGDIR with a single `worldtour.grp` file would attempt to autoload even if its dependency CRC wasn't present. Attempted to re-arrange function but had mixed results. Removing this early return is what worked under all test cases.
2021-08-24 20:56:28 +10:00
Christoph Oelckers
90b7524706
- SW: fixed episode indexing resulting in bad display on the automap.
2021-08-24 09:57:36 +02:00
Mitchell Richters
5a32000d1e
- Blood: Interpolate the alpha and shade values when interpolating QAVs.
2021-08-24 10:07:58 +10:00
Mitchell Richters
b1fa923f02
- Blood: Re-organise QAVInterpProps
struct so that when statically declaring forcedinterpdata
, only the required value needs passing.
2021-08-24 10:06:54 +10:00
Mitchell Richters
542f005565
- Blood: Fixed weapon switching while using Voodoo Doll playing its idle animation.
...
* Fixes #517 .
2021-08-24 07:25:52 +10:00
Christoph Oelckers
feb11a2f9a
- fixed one merge conflict that managed to slip through.
2021-08-23 19:24:56 +02:00
Christoph Oelckers
0e7c61dc33
- tabified code.
2021-08-23 19:21:41 +02:00
Christoph Oelckers
ac40e86ab2
- actSpawnSprite
...
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:20:05 +02:00
Christoph Oelckers
ebdb4927cc
- got rid of a few sprite/xsprite references.
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:19:36 +02:00
Christoph Oelckers
2cfb4f908e
- actProcessSprites done.
...
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:18:22 +02:00
Christoph Oelckers
7faebdcbf1
- first two loops of actProcessSprites split off and redone.
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:15:18 +02:00
Christoph Oelckers
ddcb12a8b2
- MoveMissile + actExplodeSprite.
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:15:08 +02:00
Christoph Oelckers
29c2e68270
- tabified MoveDude
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:13:29 +02:00
Christoph Oelckers
8c01c363a9
- replaced remaining access to sprite[] and xsprite[] in processed code.
...
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:13:28 +02:00
Christoph Oelckers
c1d52f7393
- replaced all occurences of gDudeExtra and moved that struct into DBloodActor.
...
# Conflicts:
# source/games/blood/src/ai.cpp
2021-08-23 19:13:28 +02:00
Christoph Oelckers
4fed1debe4
- moveDude part 1.
2021-08-23 19:13:28 +02:00
Christoph Oelckers
3aa9d6f8be
- MoveThing.
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:12:58 +02:00
Christoph Oelckers
6d958135e0
- give TMap a proper move constructor and assignment operator.
2021-08-23 19:05:31 +02:00
carnivoroussociety
e74e581637
Fix issues with self collision on MoveMissile()
...
Only with new accurate clipmove() use
2021-08-23 18:40:38 +02:00
Mitchell Richters
4ffd02b1e1
- Blood: Declare qavGetInterpType()
as static within qav.cpp.
2021-08-23 21:00:45 +10:00
Mitchell Richters
276c000f9f
- Blood: Add mechanism to be able to force QAV interpolation based on picnum for testing purposes and not for end-user usage.
2021-08-23 20:54:30 +10:00
carnivoroussociety
2365be7c95
Add modern map kViewEffectSpotProgress support
...
Fix kViewEffectShowWeapon positional/angle offset for voodoo doll
2021-08-23 19:28:32 +10:00
Mitchell Richters
1d0924e45a
- Fix invocation name in FileSystem::GetLongName()
error output.
...
* Thanks to @Gaerzi for spotting this.
2021-08-23 18:55:42 +10:00
Mitchell Richters
a920fc5aef
- Add support for first
and last
keyword for defineqav
parser when process interpolate ignore
block.
2021-08-23 15:34:30 +10:00
Mitchell Richters
23be5ffe8c
- Add support for all
keyword for defineqav
parser when process interpolate ignore
block, and ensure the lowest value can't be below 0.
2021-08-23 15:06:04 +10:00
Mitchell Richters
e68b793852
- Add some extra safety to defineqav
parser to ensure some unsupported actions can't be performed.
2021-08-23 14:19:33 +10:00
Mitchell Richters
62e1fdf709
- Blood: Fix handling of QAVs defined as loopable while interpolating.
2021-08-23 12:05:13 +10:00
Mitchell Richters
ddc7b3d730
Merge branch 'master' into master
2021-08-23 11:40:05 +10:00
Mitchell Richters
ebdc9c31f2
- Blood: Ensure new QAV timer doesn't process while game is paused.
2021-08-23 11:05:08 +10:00
Mitchell Richters
1ee6fd76c4
Merge branch 'blood-qavrework'
...
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
# source/games/blood/src/weapon.cpp
2021-08-23 11:02:09 +10:00
Mitchell Richters
d7450e12f0
- Blood: Re-add interpolated weapon QAVs in an externalised, disabled-by-default fashion.
2021-08-23 10:55:08 +10:00
Mitchell Richters
6975997ae3
- Blood: Remove weaponQAV[]
array entirely.
2021-08-23 10:49:47 +10:00
Mitchell Richters
5bfdd74844
- Blood: Revert "- Blood: Ensure looped QAVs interpolate using last frame in the array."
2021-08-23 09:32:00 +10:00
Mitchell Richters
916241dcdb
- Blood: Implement defineqav
DEF parser with hookup to game-side code.
2021-08-23 09:00:47 +10:00
Mitchell Richters
da78160cd1
- Blood: Revert code to dump out QAVs to disk and remove all hard-coded interpolation repairs.
2021-08-22 21:20:15 +10:00
carnivoroussociety
72225c9b8c
Added various missing item/ammo types to common_game.h
...
Renamed kAmmoItemVoodooDoll->kItemAmmoVoodooDoll
Renamed kMissileFireballNapam->kMissileFireballNapalm
2021-08-22 17:49:02 +10:00
Mitchell Richters
499e400cdb
- Blood: Add command-line switch to dump repaired QAVs back out to disk so that they can be included in raze.pk3.
...
* This required restoring the original struct temporarily to ensure contents dumped to disk were 1:1 with how they came in.
2021-08-22 15:22:58 +10:00
Mitchell Richters
907e0974e9
- Add GetLongName()
method to FileSystem
class.
2021-08-22 15:03:28 +10:00
Mitchell Richters
a681aad281
- Blood: Add interpolation repair and properties for kQAVLITEFLAM
(res_id: 5).
2021-08-22 15:03:20 +10:00
Mitchell Richters
6256de8013
- Blood: Extend interpolation repair for kQAVBUNUP
(res_id: 16) to add missing tile in first frame.
2021-08-22 11:23:29 +10:00
Mitchell Richters
2edbd3447c
- Blood: Extend interpolation properties for kQAVBUNFUSE
(res_id: 21) to stop interpolating all tiles after frame 6 and not just tile index 4.
2021-08-22 10:55:01 +10:00
Mitchell Richters
7e8ec89a68
- Blood: Add interpolation repair for kQAVSTAFDOWN
(res_id: 119).
2021-08-22 08:18:17 +10:00
Mitchell Richters
a03848d1f8
- Blood: Add interpolation repair for kQAVSTAFIRE4
(res_id: 116).
2021-08-22 08:18:14 +10:00
Mitchell Richters
fb084734e3
- Blood: Add interpolation repair for kQAVVDSPEL1
(res_id: 110).
2021-08-22 08:18:00 +10:00
Mitchell Richters
0172373650
- Blood: Add interpolation repair for kQAVVDDOWN
(res_id: 109).
2021-08-22 08:17:50 +10:00
Mitchell Richters
95878bcea1
- Blood: Add interpolation repair for kQAVVDFIRE4
(res_id: 106) and kQAVVDFIRE5
(res_id: 107).
2021-08-22 08:17:47 +10:00
Mitchell Richters
d34fd124b7
- Blood: Add interpolation repair for kQAVVDFIRE3
(res_id: 105).
2021-08-22 08:17:44 +10:00
Mitchell Richters
a3a2cd8da8
- Blood: Add interpolation repair for kQAVVDFIRE1
(res_id: 103) and kQAVVDFIRE2
(res_id: 104).
2021-08-22 08:17:37 +10:00
Mitchell Richters
dd1e716082
- Blood: Extend backported voodoo doll fix from BloodGDX to always use kQAVVDIDLE2
when the player is moving. As kQAVVDIDLE2
has moving frames and is not a static idle animation, call it via StartQAV()
so that weaponTimer
is started.
2021-08-22 08:17:33 +10:00
Mitchell Richters
cd092153eb
- Blood: Mark kQAVVDIDLE2
(res_id: 102) as being loopable.
2021-08-22 08:17:14 +10:00
Mitchell Richters
803e9f8a04
- Blood: Add interpolation repair for kQAVVDIDLE2
(res_id: 102).
2021-08-22 08:16:41 +10:00
Mitchell Richters
1fd66681d2
- Blood: Add interpolation repair for kQAVVDUP
(res_id: 100).
2021-08-22 08:15:53 +10:00
Mitchell Richters
3a656c91cb
- Blood: Mark kQAVNAPFIRE
(res_id: 91) as being loopable.
2021-08-22 08:15:43 +10:00
Mitchell Richters
d4fe734afa
- Blood: Add interpolation repair for kQAVNAPUP
(res_id: 89).
2021-08-22 08:14:47 +10:00
Mitchell Richters
99ab8fa726
- Blood: Add interpolation repair for kQAV2SGUNPRE
(res_id: 86). Thanks again to @Phredreeke for the tiles with overlays baked in for this to work properly.
2021-08-22 08:14:45 +10:00
Mitchell Richters
ed92ec9af9
- Blood: Add interpolation repair for kQAV2SGUNALT
(res_id: 85). Thanks again to @Phredreeke for the tiles with overlays baked in for this to work properly.
2021-08-22 08:14:42 +10:00
Mitchell Richters
b2637050e8
- Blood: Mark kQAV2SGUNFIR
(res_id: 84) as being loopable.
2021-08-22 08:14:33 +10:00
Mitchell Richters
22e348613f
- Blood: Add interpolation repair for kQAV2SGUNFIR
(res_id: 84). Thanks to @Phredreeke for the tiles with overlays baked in for this to work properly.
2021-08-22 08:14:05 +10:00
Mitchell Richters
073f0d953f
- Blood: Add interpolation repair for kQAV2SGUNUP
(res_id: 82).
2021-08-22 08:14:03 +10:00
Mitchell Richters
7bbf478859
- Blood: Add interpolation repair for kQAVSGUNPOST
(res_id: 80). Thanks again to @Phredreeke for the tiles with overlays baked in for this to work properly.
2021-08-22 08:14:00 +10:00
Mitchell Richters
df3bc4d90a
- Blood: Add interpolation repair for kQAVSGUNPRE
(res_id: 79). Thanks again to @Phredreeke for the tiles with overlays baked in for this to work properly.
2021-08-22 08:13:58 +10:00
Mitchell Richters
1033049b8c
- Blood: Add interpolation repair for kQAVSGUNFIR4
(res_id: 78). Thanks again to @Phredreeke for the tiles with overlays baked in for this to work properly.
2021-08-22 08:13:49 +10:00
Mitchell Richters
1f6bfd7693
- Blood: Mark kQAVSGUNFIR1
(res_id: 77) as being loopable.
2021-08-22 07:58:40 +10:00
Mitchell Richters
2ff1bdfd7d
- Blood: Add interpolation repair for kQAVSGUNFIR1
(res_id: 77). Thanks to @Phredreeke for the tiles with overlays baked in for this to work properly.
2021-08-22 07:58:14 +10:00
Mitchell Richters
5160b7649c
- Blood: Add interpolation repair for kQAVSGUNIDL1
(res_id: 75).
2021-08-22 07:58:11 +10:00
Mitchell Richters
7eca7ea166
- Blood: Add interpolation repair for kQAVSGUNUP
(res_id: 74).
2021-08-22 07:58:09 +10:00
Mitchell Richters
df5185038f
- Blood: Mark kQAV2TOMALT
(res_id: 73) as being loopable.
2021-08-22 07:57:57 +10:00
Mitchell Richters
c46c52a724
- Blood: Add interpolation properties for kQAV2TOMFIRE
(res_id: 71).
2021-08-22 07:57:57 +10:00
Mitchell Richters
c6c7ae76d6
- Blood: Mark kQAVTOMSPRED
(res_id: 67) as being loopable.
2021-08-22 07:57:01 +10:00
Mitchell Richters
6998772487
- Blood: Add interpolation properties for kQAVTOMFIRE
(res_id: 66).
2021-08-22 07:56:23 +10:00
Mitchell Richters
3cd868c9f9
- Blood: Add interpolation repair for kQAV2SHOTFIR
(res_id: 62).
2021-08-22 07:55:57 +10:00
Mitchell Richters
cdff574ef6
- Blood: Add interpolation repair for kQAV2SHOTF2
(res_id: 61).
2021-08-22 07:55:54 +10:00
Mitchell Richters
bfa509e45e
- Blood: Add interpolation properties for kQAVSHOTL1
(res_id: 57).
2021-08-22 07:55:42 +10:00
Mitchell Richters
ba91590028
- Blood: Add interpolation repair for kQAVSHOTUP
(res_id: 50).
2021-08-22 07:55:14 +10:00
Mitchell Richters
e00f76b0aa
- Blood: Add interpolation repair for kQAVFLAR2FIR
(res_id: 48).
2021-08-22 07:55:11 +10:00
Mitchell Richters
e0bcd2d9e9
- Blood: Add interpolation repair for kQAVFLARDOWN
(res_id: 44).
2021-08-22 07:55:09 +10:00
Mitchell Richters
37f7bcde20
- Blood: Mark kQAVFLARFIR2
(res_id: 43) as being loopable.
2021-08-22 07:54:08 +10:00
Mitchell Richters
e70b395d76
- Blood: Add interpolation repair for kQAVFLARFIR2
(res_id: 43).
2021-08-22 07:53:38 +10:00
Mitchell Richters
dfa3a52fa8
- Blood: Add interpolation repair for kQAVFLARUP
(res_id: 41).
2021-08-22 07:53:35 +10:00
Mitchell Richters
7e3307eb33
- Blood: Add interpolation repair for kQAVREMTHRO
(res_id: 39).
2021-08-22 07:53:33 +10:00
Mitchell Richters
6d888bebd9
- Blood: Add interpolation repair for kQAVREMDROP
(res_id: 38).
2021-08-22 07:53:30 +10:00
Mitchell Richters
92c5a53074
- Blood: Mark kQAVREMIDLE1
(res_id: 36) and kQAVREMIDLE2
(res_id: 37) as being loopable.
2021-08-22 07:52:55 +10:00
Mitchell Richters
55b6453415
- Blood: Add interpolation repair for kQAVREMDOWN2
(res_id: 34).
2021-08-22 07:51:53 +10:00
Mitchell Richters
226ba1477a
- Blood: Add interpolation repair for kQAVREMDOWN1
(res_id: 33).
2021-08-22 07:51:50 +10:00
Mitchell Richters
3cc2a6a486
- Blood: Add interpolation repair for kQAVREMUP1
(res_id: 30) and kQAVREMUP2
(res_id: 31).
2021-08-22 07:51:44 +10:00
Mitchell Richters
679903b90f
- Blood: Add interpolation repair for kQAVPROXDOWN
(res_id: 26).
2021-08-22 07:51:40 +10:00
Mitchell Richters
34f31e535c
- Blood: Add interpolation repair for kQAVPROXUP
(res_id: 25).
2021-08-22 07:51:36 +10:00
Mitchell Richters
8944f2e57d
- Blood: Add interpolation repair for kQAVBUNTHRO
(res_id: 23).
2021-08-22 07:51:34 +10:00
Mitchell Richters
7f9f57e4e6
- Blood: Add interpolation repair for kQAVBUNDROP
(res_id: 22).
2021-08-22 07:51:30 +10:00
Mitchell Richters
54cdc8ffc3
- Blood: Add interpolation repair and properties for kQAVBUNFUSE
(res_id: 21).
2021-08-22 07:50:45 +10:00
Mitchell Richters
da95af0c04
- Blood: Add interpolation repair for kQAVBUNDOWN2
(res_id: 19).
2021-08-22 07:50:16 +10:00
Mitchell Richters
cb62692e37
- Blood: Add interpolation repair for kQAVBUNUP2
(res_id: 18).
2021-08-22 07:50:14 +10:00
Mitchell Richters
037fcfd446
- Blood: Add interpolation repair for kQAVBUNDOWN
(res_id: 17).
2021-08-22 07:50:10 +10:00
Mitchell Richters
33d63724f7
- Blood: Add interpolation repair for kQAVBUNUP
(res_id: 16).
2021-08-22 07:50:06 +10:00
Mitchell Richters
28cbec5704
- Blood: Add interpolation repair and properties for kQAVCANFIRE2
(res_id: 12).
2021-08-22 07:49:49 +10:00
Mitchell Richters
bcfcbf2666
- Blood: Add interpolation repair for kQAVCANDOWN
(res_id: 11).
2021-08-22 07:48:57 +10:00
Mitchell Richters
f5533374ca
- Blood: Disable interpolation for kQAVLITEFLAM
(res_id: 5).
2021-08-22 07:48:48 +10:00
Mitchell Richters
6d06f002bc
- Blood: Mark kQAVPFORK
(res_id: 2) as being loopable.
2021-08-22 07:47:42 +10:00
Mitchell Richters
e273b93d12
- Blood: Overhaul entire QAV interpolation setup in preparation to exposing to DEF parsing.
2021-08-21 21:25:33 +10:00
carnivoroussociety
8ec6cdaf91
Renamed SpidPoisonTarget to SpidPoisonPlayer
2021-08-21 20:53:38 +10:00
carnivoroussociety
44e6ccb3d4
Eliminate misused DemoRecordStatus usages
2021-08-21 20:29:01 +10:00
Mitchell Richters
f67a09680e
- Blood: Rename CVAR cl_bloodhudinterp
to cl_bloodqavinterp
.
2021-08-21 19:55:02 +10:00
carnivoroussociety
1f6181fa99
Renamed untitled spider functions
2021-08-21 19:52:24 +10:00
Mitchell Richters
9251ce11c7
- Blood: Remove unused isOriginalQAV()
function from weapon.cpp.
2021-08-21 13:35:41 +10:00
Mitchell Richters
20ea0acbec
- Add Contains()
method to TArray
class, returning a true/false bool as appropriate.
2021-08-21 13:34:58 +10:00
carnivoroussociety
cd53e4c966
Fix teleport triggers not updating player angle
2021-08-21 12:44:01 +10:00
carnivoroussociety
28d7f0de58
Do not use accurate clipmove for flame missiles
...
Changes gameplay too much
2021-08-19 22:34:49 +10:00
carnivoroussociety
6d4a3243b7
Lower flame damage if using accurate clipmove
...
The eduke clipmove will cause a higher hit %, lower all flame damage from 8->3 to compensate with overall higher sprite hit result
2021-08-19 22:18:52 +10:00
carnivoroussociety
f0627fa6c2
enginecompatibilitymode -> enginecompatibility_mode
2021-08-19 20:44:13 +10:00
carnivoroussociety
0e0c4e692f
Set thing/missile to use accurate clipmove
2021-08-19 20:38:31 +10:00
carnivoroussociety
db9a413f21
Added new cl_bloodvanillaenemies CVAR
...
GetClosestSpriteSectors(): If newSectCheckMethod is set, then always test midpoints at least once
Use new CVAR for tiny Caleb/burning cultists/Cerberus fixes
Do not use new GetClosestSpriteSectors() fix for teslaHit() if vanilla explosions is set
Do not use GetClosestSpriteSectors() fix for enemies sight scanning if vanilla enemies is set
2021-08-19 14:26:53 +10:00
carnivoroussociety
24b5673130
GetClosestSpriteSectors - Fixed typo with nLength check
2021-08-18 22:34:20 +02:00
carnivoroussociety
440fa3b70e
GetClosestSpriteSectors - Fixed typo with nLength check
2021-08-19 03:21:41 +10:00
carnivoroussociety
6606f0bc5a
Improved GetClosestSpriteSectors() detection
...
Enables/disables new sector searching behavior for dude owned explosions
Added new CVAR cl_bloodvanillaexplosions
Swap ExplosBehavior menu settings
2021-08-18 15:52:15 +02:00
Mitchell Richters
968708a649
- Blood: Remove the extern for weaponQAV[]
and move kQAVEnd
enum into new enum from 9e84dd1ef6051f4e54d99dcfc6e3468560175e16
2021-08-18 20:02:35 +10:00
Mitchell Richters
84496029a9
- Blood: Replace a few missed numerical constants with enums.
2021-08-18 20:02:32 +10:00
Mitchell Richters
77704d54d9
- Blood: Replace all numerical constants in calls to StartQAV()
with enum values.
2021-08-18 20:02:30 +10:00
Mitchell Richters
6a2a0da819
- Blood: Replace all numerical constants for player's weaponQav
with enum values.
2021-08-18 20:02:27 +10:00
Mitchell Richters
cd5e01818a
- Blood: Replace all numerical constants for player's nextWeapon
with enum values.
2021-08-18 20:02:24 +10:00
Mitchell Richters
6f08eb2292
- Blood: Replace all numerical constants for player's newWeapon
with enum values.
2021-08-18 20:02:22 +10:00
Mitchell Richters
ba94614078
- Blood: Replace all numerical constants for player's curWeapon
with enum values.
2021-08-18 20:02:20 +10:00
Mitchell Richters
d939602875
- Blood: Define enum values for weapon numbers. Not in use yet.
2021-08-18 20:02:14 +10:00
Mitchell Richters
6fec5d582e
- Blood: Define enum values for QAVs. Not in use yet.
2021-08-18 20:01:34 +10:00
Mitchell Richters
db5aa4ba17
- Blood: Backport voodoo doll fix from BloodGDX.
2021-08-18 20:00:52 +10:00
Mitchell Richters
b01cef7f15
- Blood: Remove lastframetic
hack from QAV::Draw()
added in 99508e6f15
since we now use proper timing code.
2021-08-18 20:00:49 +10:00
Mitchell Richters
24fbaa527c
- Blood: Re-time weapon and scene QAV code based on reworked timer and QAV struct code.
2021-08-18 20:00:44 +10:00
Mitchell Richters
ab502ebc66
- Blood: Ensure looped QAVs interpolate using last frame in the array.
2021-08-18 20:00:36 +10:00
Mitchell Richters
c75778c08d
- Blood: Re-time menu's blood dripping based on reworked timer and QAV struct code.
2021-08-18 20:00:32 +10:00
Mitchell Richters
502b76af70
- Blood: Parse the values of the QAV files instead of casting the binary data so we can extend the struct.
2021-08-18 20:00:22 +10:00
Christoph Oelckers
adf9747e5b
- Blood: removed redundant STAT_Update call in StartLevel.
...
This was killing the level times for the 'printstats' display.
2021-08-17 23:44:46 +02:00
carnivoroussociety
a29303cde5
Don't trigger fall scream after player has died
2021-08-16 09:05:51 +02:00
carnivoroussociety
7ac662e0c8
Apply burning bypass to correct sprite type
2021-08-15 12:24:41 +02:00
carnivoroussociety
bd98096527
Fix burning Caleb's state
2021-08-15 12:24:41 +02:00
carnivoroussociety
52025fce68
Fixed burning Caleb state
2021-08-15 12:24:41 +02:00
carnivoroussociety
cd88bb1a67
Fixed burning cultists switching type in water
...
Fixed glitched burning enemy state
Fixed burning Caleb using innocent burning sprite
2021-08-15 12:24:41 +02:00
Christoph Oelckers
38c9d3f702
- Exhumed: fixed crash when ending the game.
2021-08-14 10:40:14 +02:00
Christoph Oelckers
a5e3a85c98
- changed palette lookup to consider the remapping of color 0 to 255.
...
This is to ensure that black maps to the proper index, even if there's duplicates.
2021-08-14 10:26:04 +02:00
Christoph Oelckers
bad2c2e55f
- backend update from GZDoom
...
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
2021-08-14 10:04:45 +02:00
Christoph Oelckers
c4c9f4acbe
- call ColorMatcher.Pick instead of BestColor when remapping a voxel.
...
This was the only place in the engine using BestColor directly with the game palette.
2021-08-14 09:49:03 +02:00
Christoph Oelckers
5d3f7947bf
- avoid calling the node builder to triangulate degenerate sectors.
...
This tends to crash.
2021-08-14 09:48:05 +02:00
carnivoroussociety
c3d03f21da
Cleaned underwater next/prev weapon fix
2021-08-14 07:59:14 +02:00
carnivoroussociety
1957fc53be
Tweaked next/prev weapon behavior underwater
2021-08-14 07:59:14 +02:00
Christoph Oelckers
5aa27bad3b
- flag SW's cutscenes as 'boss death only'.
2021-08-13 22:25:13 +02:00
Christoph Oelckers
d5c9768414
- append an empty line to thr RFS file to be parsed.
...
Looks like the parser needs the last line to be properly terminated.
2021-08-13 21:44:23 +02:00
carnivoroussociety
8765b583f0
Fix spray -> tnt -> spray animation bug
2021-08-12 15:15:35 +02:00
carnivoroussociety
715bca4d53
input.newWeapon -> newWeapon
2021-08-12 13:59:44 +02:00
carnivoroussociety
1a344fe09b
Fix ignited spray/TNT issue when going underwater
2021-08-12 13:59:44 +02:00
Christoph Oelckers
23b8707fc2
- added means to define resource IDs in all container formats allowing long file names.
...
To define these, construct a file name like "basename.{resourceid}.extension", e.g. blaster.{65}.qav will define 'blaster.qav' with a resource ID of 65.
2021-08-11 12:04:53 +02:00
Christoph Oelckers
b2f7eb5b4f
- fixed: Raze did not have gl_lights yet, but recent additions need this CVAR.
...
Put it in v_video.cpp so that it is in a common backend file.
2021-08-11 12:02:56 +02:00
Christoph Oelckers
8106d788f6
- backend update from GZDoom.
...
Fixes:
* do not strip 'filter' as a directory prefix.
* proper spacing for scaled sheet fonts.
* fix of transparent color in BMF fonts.
* fix restart button on error pane in Windows.
* do not skip over empty 'if's with a condition that would error out.
2021-08-11 10:28:21 +02:00
Mitchell Richters
4a70f6efd0
- Allow ticrate to be specified to timer code, while still defaulting to GameTicRate
. Move out I_GetBuildTime()
from common code to gamefuncs.h
as part of this.
...
* Allow specification of floating point ticrates as it's possible Blood's QAVs could have a fractional ticrate.
2021-08-05 14:52:55 +10:00
Mitchell Richters
0d9afc1aaf
- Extend menu's ImageScroller
ZScript class with mAnimated
and use with Blood for the help and credits menu.
2021-08-05 14:52:51 +10:00