Christoph Oelckers
f103e33300
- fixed code up to the point where everything compiles again. Duke sounds are currently non-functional.
...
All Duke script code has been changed to use strings as sound names now, just like GZDoom these will be looked up at compile time.
Original Duke sound indices still exist but are now being managed as resource IDs, not sound engine indices anymore.
2022-12-11 18:41:51 +01:00
Christoph Oelckers
1ac4aee0c1
- RR cactus stuff
2022-12-11 18:41:50 +01:00
Christoph Oelckers
c48dfc082f
- scriptified RR's lumber blade.
2022-12-11 18:41:50 +01:00
Mitchell Richters
098542de69
- Duke: Call movetransports()
before processing any player movement.
...
* This simply works much better. In addition to being able to revert commits like `- Duke: Maintain x/y/z velocity when falling through a portal, such as E1L1's air duct.`, transitioning from above water to underwater and vice-versa is interpolated, smooth and seamless, something that I was unable to hack in without this change.
2022-11-30 09:53:51 +01:00
Christoph Oelckers
b069904be1
- scriptified the remaining controller sprites.
2022-11-20 13:57:51 +01:00
Christoph Oelckers
9fa2fb75cf
- scriptified the respawn controller.
...
This also handles one special RRRA controller which was just easier to scriptify right away than temporarily work around it.
2022-11-20 11:58:19 +01:00
Christoph Oelckers
c6b3cf3e0a
- Duke: fixed long standing problem that pressing Escape or walking backwards does not switch off the camera view.
2022-11-19 18:26:17 +01:00
Christoph Oelckers
dee33ba4dd
- scriptified viewscreen and camera.
2022-11-19 17:35:04 +01:00
Christoph Oelckers
b106fb693a
- scriptified OozFilter + Seenine
...
Also fixing the default handling for onHit.
2022-11-17 21:46:24 +01:00
Christoph Oelckers
a2683559ce
- refactored Duke's cactus.
2022-11-15 10:44:06 +01:00
Christoph Oelckers
d253468b22
- scriptified the scraps.
...
A Duke-ish mess of epic proportions.
2022-11-15 00:06:21 +01:00
Christoph Oelckers
ced22bb0a8
- added onUse virtual to DukeActor.
2022-11-14 10:22:22 +01:00
Christoph Oelckers
e3aa1da175
- CallOnanimate
2022-11-13 11:50:28 +01:00
Christoph Oelckers
ba016c7c3a
- added CallOnHit and named spawn.
2022-11-13 10:30:52 +01:00
Christoph Oelckers
ac4be79e96
- implemented cl_weaponswitch for Duke.
2022-11-12 09:34:08 +01:00
Mitchell Richters
fc8c0b80aa
- Clean up chase cam backwards scaling since we're now using floats of the same scale.
2022-10-25 07:07:14 +02:00
Mitchell Richters
8d3f3c6025
- Cut over to DAngle
from fixedhoriz
and remove the latter.
2022-10-25 07:06:55 +02:00
Mitchell Richters
293a71ed55
- Remove horizon from gi->WarpToCoords()
since we don't even print the horizon in our stats.
2022-10-25 07:06:54 +02:00
Mitchell Richters
d8a6471680
- Add fixedhoriz::Tan()
and replace most asbuildf()
calls with it.
2022-10-25 07:06:53 +02:00
Christoph Oelckers
375d346ae8
- pass a vector to the processSprites interface.
2022-10-22 12:16:56 +02:00
Christoph Oelckers
5f44dcc262
- refactor animatesprites API
2022-10-22 12:09:54 +02:00
Mitchell Richters
8bfcb8c939
- Floatify InputPacket::fvel
and InputPacket::svel
.
...
* Since all velocities are floated, we can now take each game's keymove scaling into its ticker and use a consistent keymove size, making non-mouselook and controller input truly identical across the games without having to try and fudge any values.
2022-10-20 00:48:09 +02:00
Mitchell Richters
3019f9effc
- Floatify smoothratio
for GameInterface::processSprites()
.
...
* Exhumed is now completely free of any Q16.16 interpolation scaling.
2022-10-15 13:32:03 +02:00
Mitchell Richters
01d185dc6b
- Floatify smoothratio
for DrawOverheadMap()
.
2022-10-15 13:32:03 +02:00
Mitchell Richters
f02035b15a
- Eliminate __interpvaluef()
and clean up Q16.16 smoothratio values where it made sense to do so.
2022-10-15 13:32:01 +02:00
Mitchell Richters
977d8f8109
- Convert gi->chaseCamPos()
to return a floating point DVector3
object.
2022-10-15 12:16:53 +02:00
Mitchell Richters
7d85acac13
- Clean up remaining automap interfaces to finish the floatification.
...
* Even though we pre-calculate the sine/cosine needed in `DrawOverheadMap()`, Duke and SW require the full angle for their more mature automaps.
2022-10-14 18:19:02 +02:00
Christoph Oelckers
f4d8ccf7b9
- floatified WarpToCoords
2022-10-13 20:58:12 +02:00
Mitchell Richters
4d04a4dd3a
- Floatified automap's gZoom
.
...
* Also use the global directly in automap functions instead of passing it around as function variables.
2022-10-13 00:59:04 +02:00
Mitchell Richters
f5116dd787
- Pass a DAngle through to all the automap code.
2022-10-13 00:59:04 +02:00
Christoph Oelckers
3d29c8f3ad
- floatified position in checkhitwall
2022-10-13 00:59:00 +02:00
Christoph Oelckers
aa0080039f
- refactored coordinate display to have a single unified printing function.
...
The games will now only return the data, this has also been added for Exhumed.
Printing will now be in actual map units, not build's internal mixed format.
2022-10-08 19:28:57 +02:00
Mitchell Richters
d3022947eb
- Replace use of binangle
in gi->processSprites()
with DAngle
object.
2022-10-05 00:36:24 +02:00
Mitchell Richters
c935fc2226
- Refactor chase cam positional code to use DAngle
input rather than binangle
.
...
* These changes still maintain Build's integer positional values in Q28.4/Q24.8, changing this will be done later on.
2022-10-05 00:36:22 +02:00
Christoph Oelckers
9392e31b33
- remove C-style struct parameters.
2022-10-04 18:44:16 +02:00
Christoph Oelckers
4d423004e9
- unlimited the displayable sprites.
...
Now with Polymost gone this can finally be done properly.
2022-08-07 10:25:15 +02:00
Christoph Oelckers
291726cc55
- removed the Polymost renderer.
2022-08-03 15:50:27 +02:00
Christoph Oelckers
789794539c
- added script exports for Duke's main structures.
2022-02-21 00:19:26 +01:00
Christoph Oelckers
fc94fb9651
- replaced checktimetosleep with a flag.
2022-01-27 00:42:07 +01:00
Christoph Oelckers
e42fc5e743
- use the newly added flag to consolidate ifhitsector.
2022-01-02 12:27:36 +01:00
Christoph Oelckers
09634c4993
- use actors instead of sprites in the new renderer's API.
2021-12-30 09:57:15 +01:00
Christoph Oelckers
eaff9e359f
- refactored the owner index in tspritetype.
...
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.
2021-12-26 23:09:53 +01:00
Christoph Oelckers
8c298de114
- Duke: replaced DukeLinearSpriteIterator and explicit loops over the sprite[] array.
2021-12-26 23:09:52 +01:00
Christoph Oelckers
3bd1272e08
- sectnum removal step
2021-12-25 21:28:56 +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
cd3288860a
- fixed automap player drawing for follpw mode off in all games.
2021-11-29 00:56:32 +01:00
Christoph Oelckers
d5a6be3d96
- cleaned up Duke's spawn code.
...
The paths for initializing a map placed sprite and spawning a new actor at run time are now fully separate aside from the actual initialization of the actor.
2021-11-29 00:56:31 +01:00
Christoph Oelckers
9b6d6eb7f9
- sector[] in render interface
2021-11-29 00:56:30 +01:00
Christoph Oelckers
876d1dbe1f
- operatesectors and activatebysector.
2021-11-29 00:56:29 +01:00
Christoph Oelckers
3d05020f4c
- checkhitceiling + ceilingglass are sector[] free.
2021-11-29 00:56:28 +01:00