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
Mitch Richters
5732ea0233
Revert "- Blood: Use more precision for flicker, quake and tilt effects."
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This reverts commit 3c09f41b43
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* Fixes #554 .
2021-10-05 08:43:32 +11:00
Christoph Oelckers
95acafdbac
- manual update of NBlood commit 24908021f3b844a73de05632565d55d5b71b577c
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- 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.
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Somehow a bad damage type got in here...
2021-09-18 20:13:05 +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.
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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.
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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.
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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.
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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
7f485bfab1
- split off the extended sprite flags into their own word.
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Some code overwrites the cstat field entirely (thanks Duke, for being sloppy with this...!)
2021-09-12 18:26:35 +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
3c3da13d3f
- fixed seqKill actor variant.
2021-09-12 18:17:27 +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).
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* 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.
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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.
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Thanks, MSVC, for not warning about this... :(
2021-08-26 08:18:24 +02:00
Christoph Oelckers
1fbaeceada
- Blood: avoid double free of sprites.
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This happened to me once in Death Wish.
2021-08-26 08:18:23 +02:00
carnivoroussociety
03e6bb3696
Skip CheckProximityWall when newSectCheckMethod is set
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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.
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* 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
Christoph Oelckers
c80831555c
- Blood: fixed broken missile collision checks.
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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.
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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
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.
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* 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
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# 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.
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# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:19:36 +02:00