Christoph Oelckers
13186cec6d
- the rest of Blood's flags.
2021-12-30 09:56:50 +01:00
Christoph Oelckers
82fb03e399
- another batch of search&replace, with smaller results.
2021-12-30 09:56:48 +01:00
Christoph Oelckers
d0a06ae961
- deal with most of CSTAT_SECTOR_SKY and CSTAT_SECTOR_SLOPE
2021-12-30 09:56:45 +01:00
Christoph Oelckers
dddf48fd3e
- cleaned up and renamed buildtypes.h.
...
Content was reordered so that the file can contain the inlines belonging to the map data types that previously had to be stored elsewhere.
Also moved out of the Build folder because virtually everything in here can be traced to content available in Duke Nukem 3D's and Shadow Warrior's source releases.
2021-12-30 09:53:46 +01:00
Christoph Oelckers
6a43a270fa
- use sectno() access function where we really need a sector index.
2021-12-26 23:10:01 +01:00
Christoph Oelckers
183f554733
- hitscan cleanup.
...
Also removed a bit of leftover TROR code.
2021-12-26 23:09:52 +01:00
Christoph Oelckers
129ce0aea8
- migrated Blood's hitscan calls and its global gHitInfo struct.
2021-12-26 23:08:56 +01:00
Christoph Oelckers
5d78b228b7
- the final bits and pieces in Blood
2021-12-26 23:08:40 +01:00
Christoph Oelckers
9388f839b6
- main view render function and dependencies.
2021-12-26 23:08:40 +01:00
Christoph Oelckers
9017fee74f
- FindSector.
2021-12-25 21:29:17 +01:00
Christoph Oelckers
38c0bc915d
- get rid of '.sectnum'.
2021-12-25 21:29:12 +01:00
Christoph Oelckers
40ae38c173
- calcChaseCamPos.
2021-12-25 21:29:03 +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
7daa501a4d
- removed all #include "compat.h" except the one in build.h
...
Still all compiles fine.
2021-12-14 12:24:10 +01:00
Christoph Oelckers
71dfe7ecfe
- fixed handling for cl_capfps and cl_nointerpolate to never use any smoothratio value other than 1.0.
2021-11-29 00:57:11 +01:00
carnivoroussociety
958d004119
[Blood] Match view height clamping behavior to 1.21
2021-11-29 00:56:32 +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
28eca1a023
‚char‘ review in Blood - part 2
2021-11-29 00:55:42 +01:00
Christoph Oelckers
b685163ab1
- Blood: extend all 16 bit fields holding sector or wall indices to 32 bit.
2021-11-29 00:55:41 +01:00
Christoph Oelckers
01abe7b2ac
- addressed most unused/uninitialized variable warnings from MSVC.
2021-11-29 00:55:30 +01:00
Christoph Oelckers
c40266625b
- moved gInterpolateSprite into DBloodActor
2021-11-29 00:55:00 +01:00
Christoph Oelckers
fb95f0fff7
- store an actual actor pointer in PLAYER.
...
# Conflicts:
# source/games/blood/src/player.cpp
2021-11-29 00:54:58 +01:00
Christoph Oelckers
3e452994d8
- handle all of gUpper/gLowerLink.
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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
7d1c81626e
- changed all naked Stat/SectIterator loops to use the Blood... variants.
2021-11-29 00:53:56 +01:00
Christoph Oelckers
7a2c661ff9
- GetZRange
2021-11-29 00:53:54 +01:00
Christoph Oelckers
0466186440
- HitScan
2021-11-29 00:53:53 +01:00
Christoph Oelckers
9221262dfc
- refactoring of all getzrange code to use the Collision struct.
2021-11-09 21:39:59 +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
Mitch Richters
8bd2b960ee
- Blood: Consolidate duplicated code in viewUpdateShake()
into a lambda.
2021-11-06 15:14:25 +11:00
Mitch Richters
7499c84d0b
- Add interpolatedhorizon()
inlines to handle interpolating fixedhoriz
objects without having to convert old and new values back to Q16.16 first.
2021-11-06 14:07:58 +11:00
Mitch Richters
5a57beb343
- Blood: Replace remaining uses of costable[]
with Sin()
inlines.
2021-10-30 10:24:16 +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
Mitch Richters
5732ea0233
Revert "- Blood: Use more precision for flicker, quake and tilt effects."
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This reverts commit 3c09f41b43
.
* Fixes #554 .
2021-10-05 08:43:32 +11:00
Mitchell Richters
3c09f41b43
- Blood: Use more precision for flicker, quake and tilt effects.
2021-08-28 16:43:16 +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
b4af9e87c1
- Blood: Make delirium rotscrnang smoother with use of more precision.
2021-07-18 18:13:48 +10:00
Christoph Oelckers
9c60ab791b
- implemented all needed font overrides for localization.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422
- moved all font setup out of the C++ code.
...
All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93
- added internationalized fonts.
...
This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
f97b4e830d
- pass fonts instead of indices to Blood's viewDrawText function.
...
As preparation for building a proper font system.
2021-05-31 21:20:28 +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
5859188d3a
- Blood: use names instead of indices to address textures in the status bar drawer.
...
This is a preparation for scriptification of the status bars. Blood's wasn't using any symbolic constants at all aside from the new HUD fonts.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
3e2cacfaf6
- silenced warnings in Blood.
2021-05-12 21:49:06 +02:00
Christoph Oelckers
e40ed2262e
- cleanup of 'gotpic' handling.
2021-05-10 20:13:28 +02:00
Christoph Oelckers
7d77b2315f
- merged the few remaining contents of mmulti.h into d_net.h
2021-05-03 19:01:00 +02:00
Christoph Oelckers
f83e678ea0
- use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
...
Unlike the higher level code this does not check for game over conditions.
2021-04-14 21:17:32 +02:00
Christoph Oelckers
798cf2f973
Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2
2021-04-12 20:25:56 +02:00
Christoph Oelckers
42d02834b1
Merge branch 'master' into newrenderer2
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# Conflicts:
# source/build/include/build.h
# source/build/src/polymost.cpp
# source/build/src/voxmodel.cpp
# source/core/gamecontrol.cpp
# source/core/gamestruct.h
# source/games/blood/src/animatesprite.cpp
# source/games/blood/src/misc.h
# source/games/blood/src/view.cpp
# source/games/duke/src/render.cpp
# source/games/sw/src/draw.cpp
# source/games/sw/src/game.h
# source/games/sw/src/jsector.cpp
# source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers
6342926871
- disabled the QAV preload calls in Blood.
...
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00