Christoph Oelckers
8a0f79141b
code cleanup
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* gave reverb functions the proper 'S_' prefix for consistency.
* Blood: fixed license of 4 files which do not contain any NBlood code anymore (sound code was completely rewritten, and all such code has long been moved out of d_menu.cpp)
* Blood: renamed VIEWPOS_* constants
2023-09-26 23:30:38 +02:00
Christoph Oelckers
6866e86e3e
- missed change for Blood
2023-05-27 09:11:26 +02:00
Christoph Oelckers
a662a3bd12
- another bunch of picnums in Blood removed.
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4 remaining after this.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
f6ff02c51e
- Blood: fixed incorrect defaults for relative sound volume in two places
2023-01-18 06:58:37 +01:00
Christoph Oelckers
bb7f00988a
- give Blood's sounds well defined names so they can be defined via SNDINFO.
2023-01-15 16:15:28 +01:00
Christoph Oelckers
ef7c72ce9f
- Blood: add all statically stored EventObjects to the GC processor.
2022-12-18 17:54:54 +01:00
Christoph Oelckers
8dfbbc8220
- migrated floorpicnum and ceilingpicnum to FTextures.
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The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
e23a5095cb
- moved the other tile info tables of Blood to the texExtInfo array as well.
...
The two fields are easily reusable for the other games so it's a welcome simplification.
2022-12-18 13:23:59 +01:00
Christoph Oelckers
f479f995a1
- transitioned all tileLeftOffset and tileTopOffset calls to use the texture manager.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
a6db974a62
- refactored Blood's tile property arrays to texture IDs.
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The data structure here can be optimized later when the other games get to the same point, but this allows to rid Blood of all references to wallpicnunm, floorpicnum and ceilingpicnum except one place in the precacher.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
ede5b017ab
- renamed walltype::picnum to wallpicnum for easier searching.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
ed4f49ac86
- fixed sound code for backend update.
2022-11-24 17:46:39 +01:00
Christoph Oelckers
15db7a7143
- unwrapped SetScaleX/Y.
2022-10-30 16:51:32 +01:00
Christoph Oelckers
51768439a9
- started removing wrappers. ScaleX() and ScaleY() done.
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No manual changes in here.
2022-10-30 16:51:31 +01:00
Christoph Oelckers
5700d25120
- minor cleanup on scaling code
2022-10-30 16:51:25 +01:00
Christoph Oelckers
1c82d19d37
- handled all remaining x/yrepeat in Blood.
2022-10-30 16:51:23 +01:00
Christoph Oelckers
f5e1709c37
- renamed yet another bunch of repeat variables.
2022-10-30 16:51:22 +01:00
Christoph Oelckers
8edd0530cb
- renamed two functions.
2022-10-25 07:07:04 +02:00
Christoph Oelckers
3055a1e5a7
- Blood: renamed functions and floatified cultThrowSeqCallback3
2022-10-25 07:06:52 +02:00
Christoph Oelckers
4af3f6e731
- comparison with zero replacements
2022-10-15 11:35:37 +02:00
Christoph Oelckers
7a7a2cdb39
- various replacements of vel
2022-10-14 23:55:30 +02:00
Christoph Oelckers
e7b09dbaac
- renamed vel.
2022-10-14 23:52:42 +02:00
Christoph Oelckers
ec66f39535
- replaced a few naked chars with better types.
2022-08-05 17:04:46 +02:00
Christoph Oelckers
5498699faf
- use DCoreActor::sector() wherever possible.
2021-12-30 16:51:56 +01:00
Mitchell Richters
22275a16f6
- Blood: Replace DBloodActor
zvel
with vel.Z
calls.
2021-12-30 23:00:40 +11:00
Mitchell Richters
a9e66ec553
- Blood: Replace DBloodActor
xvel
with vel.X
calls.
2021-12-30 23:00:39 +11:00
Christoph Oelckers
5061d5b37c
- tabified the rest of Blood's code.
2021-12-30 09:58:48 +01:00
Christoph Oelckers
5623832b17
- deleted the pSprite definitions from last commit.
2021-12-30 09:57:16 +01:00
Christoph Oelckers
6b8ec17017
- the ultimate 'replace pSprite-> with actor->spr. commit.
...
This takes care of the majority of s() uses in Blood with a single search&replace action after ensuring that pSprite never gets used for other things.
(There were two small functions in nnexts.cpp left that still did.)
2021-12-30 09:57:16 +01:00
Christoph Oelckers
a87948677a
- globally replaced ->x(). with ->xspr.
2021-12-30 09:57:09 +01:00
Christoph Oelckers
d9d05e90b5
- globally replaced all occurences of '->s().' with '->spr.'
2021-12-30 09:57:00 +01:00
Christoph Oelckers
955996dddc
- the rest of Blood's flags, part II
2021-12-30 09:56:50 +01:00
Christoph Oelckers
3bc337264a
- flags in blood's actor.cpp
...
plus a few others caught by search&replace.
2021-12-30 09:56:50 +01:00
Christoph Oelckers
8e0b9f7ce6
- some automatic, some manual sprite flag replacements
2021-12-30 09:56:49 +01:00
Christoph Oelckers
5b65e214e0
- global search & replace of the more frequent sprite flag patterns.
2021-12-30 09:56:48 +01:00
Christoph Oelckers
d24b8d9ec8
- most wall flags in Blood.
2021-12-30 09:56:47 +01:00
Christoph Oelckers
97b19a5cb1
- adapted Blood's sound engine to using actors.
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Note: Savegames won't work on this commit for the other games!
2021-12-26 23:09:45 +01:00
Christoph Oelckers
5d78b228b7
- the final bits and pieces in Blood
2021-12-26 23:08:40 +01:00
Christoph Oelckers
45a8654fc2
- use EventObject in SEQINST
2021-12-25 21:29:10 +01:00
Christoph Oelckers
d5c27e6239
- unlimited the bit arrays for the automap and the bunch drawer, removed some leftover constants/declarations.
2021-12-25 21:28:50 +01:00
Christoph Oelckers
28f7303af3
- a few automatic replacements.
2021-12-25 21:28:44 +01:00
Christoph Oelckers
1472d021f6
- use regular indices instead of xindices for the SEQ list.
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This also fixes incorrect use of walls in the nnext sector checks for sequences.
2021-12-25 21:28:41 +01:00
Christoph Oelckers
6705e8e51e
- moved xsprite into DBloodActor and save all relevant parts of DBloodActor.
...
This completes Blood's transition.
2021-12-25 21:28:37 +01:00
Christoph Oelckers
999ec3c95a
use validSectorIndex checks where appropriate.
...
Let’s hope that this sloppiness doesn’t have negative effects with broken maps.
# Conflicts:
# source/games/sw/src/sprite.cpp
# Conflicts:
# source/games/duke/src/prediction.cpp
# source/games/duke/src/render.cpp
2021-12-25 21:28:37 +01:00
Christoph Oelckers
4daad25e5c
- use WORDS_BIGENDIAN directly in place of B_BIG_ENDIAN
2021-12-14 12:27:41 +01:00
Christoph Oelckers
3e452994d8
- handle all of gUpper/gLowerLink.
...
This completes the removal of all access to the global arrays outside of setup code.
2021-11-29 00:54:58 +01:00
Christoph Oelckers
9016256ac2
- savegame hackery for sequences.
2021-11-29 00:53:56 +01:00
Christoph Oelckers
4e1e9ca0c9
- proper actor managements in SEQINST.
2021-11-29 00:53:56 +01:00
Christoph Oelckers
f4b900c540
- moved velocity data into DBloodActor.
2021-11-29 00:53:52 +01:00
Christoph Oelckers
6a8f59e991
- removed remaining direct access to the velocity arrays.
2021-11-29 00:53:52 +01:00