Mitchell Richters
11181f51f8
- Allow roll input through the packet system, giving us 6DOF for VR usage, etc.
2023-04-24 21:31:21 +10:00
Mitchell Richters
8e3df00b8b
- SW: Hook up InputPacket::uvel
to relevant code.
2023-04-24 21:01:32 +10:00
Mitchell Richters
67390511b7
- Blood: Hook up InputPacket::uvel
to relevant code.
2023-04-24 19:06:48 +10:00
Mitchell Richters
c252b19e9a
- Exhumed: Hook up InputPacket::uvel
to relevant code.
2023-04-24 19:06:48 +10:00
Mitchell Richters
80f2afd6a4
- Exhumed: Slightly tidy up updatePlayerWeapon()
.
2023-04-24 19:06:46 +10:00
Mitchell Richters
e29726370c
- Exhumed: Tidy up two if statements in AIPlayer::Damage()
.
2023-04-24 19:03:04 +10:00
Mitchell Richters
afcc65c332
- Duke: Hook up InputPacket::uvel
to remainder of relevant code.
2023-04-24 18:27:44 +10:00
Mitchell Richters
09ab66b8c9
- Duke: Clean up p->GetActor()
calls in movement()
funcs.
2023-04-24 16:16:07 +10:00
Christoph Oelckers
1c7ca7b63a
- moved all indirect precaching info to external definition files.
2023-04-23 17:43:22 +02:00
Christoph Oelckers
6924869895
- store texture IDs in the sprite set.
2023-04-23 17:42:07 +02:00
Christoph Oelckers
1bace1d508
- use texture IDs in the spawn records.
2023-04-23 17:33:50 +02:00
Christoph Oelckers
4692cc55f7
- cleaned up checkhitdefault
...
Only required 4 new flags plus one property...
2023-04-23 17:33:36 +02:00
Christoph Oelckers
125ea52e57
- handle special case for activation sounds when player bumps into other actors.
2023-04-23 17:33:35 +02:00
Christoph Oelckers
524df20d26
- renamed most local picnum variables in shaded code to reduce search noise.
2023-04-23 17:33:35 +02:00
Christoph Oelckers
fd7a4e050a
- no more picnum in gameexec.cpp
2023-04-23 12:15:36 +02:00
Christoph Oelckers
cd2cb8d60e
- minor cleanup
2023-04-23 12:15:36 +02:00
Mitchell Richters
a731db95ae
- Add initial support for up/down movement within the game, either by key or joystick axis.
...
* Started with Duke's jetpack, other games to follow for swimming, etc.
2023-04-23 19:53:45 +10:00
Mitchell Richters
87144564fd
- Duke: Consolidate the mostly duplicate underwater()
functions.
2023-04-23 19:21:04 +10:00
Mitchell Richters
02325c37bc
- Duke: Fix incorrect scaling of underwater bubble.
2023-04-23 19:21:04 +10:00
Mitchell Richters
8db8d43f89
- Duke: Tidy up underwater()
.
2023-04-23 19:21:04 +10:00
Mitchell Richters
95fe3d1bc4
- Duke: Tidy up operateJetpack()
.
2023-04-23 19:21:04 +10:00
Mitchell Richters
eca8526c11
- Exhumed: Unlimit the SeqNames[]
array.
2023-04-23 19:20:19 +10:00
Mitchell Richters
19501f3ed0
- Exhumed: Fix some typos in comments.
2023-04-23 19:19:47 +10:00
Mitchell Richters
e60e767232
- Break down some increasingly long lines in GameInput::processMovement()
.
2023-04-23 19:19:26 +10:00
Christoph Oelckers
07c4b61260
- make sure that the aplWeapon* stuff is never accessed outside of WW2GI.
2023-04-23 10:45:44 +02:00
Christoph Oelckers
f0a6c4ecd8
- check for NOGRAVITY in 'fall'.
2023-04-23 10:45:44 +02:00
Christoph Oelckers
17a8dd5c2e
- added tile names for all of Vacation's new actors.
...
Although several just replace existing actors, we want different names for these when replacing them.
2023-04-23 10:45:44 +02:00
Christoph Oelckers
4c1e379149
- only declare the weapon gamevars for WW2GI.
...
none of the other games uses any of this.
2023-04-23 10:45:44 +02:00
Christoph Oelckers
d5fa2d73ad
- removed code for unused ATWITH gamevar.
2023-04-23 10:45:44 +02:00
Christoph Oelckers
fc0c8e0787
- NOHITJIBS flag.
2023-04-23 10:45:44 +02:00
Christoph Oelckers
91ee3cb7b8
- got rid of the picnum CreateActor variant.
2023-04-23 10:45:43 +02:00
Christoph Oelckers
a6600c200f
- a lot of simple picnum or TILE_* replacements.
2023-04-23 10:45:43 +02:00
Christoph Oelckers
5d43975467
- store class pointers in weaprecs.
2023-04-23 10:36:39 +02:00
Christoph Oelckers
2f78a10ce1
- don't use picnum to address gs.actorinfo
2023-04-23 10:36:39 +02:00
Christoph Oelckers
b56aa1e1a3
- no more picnum in spawn CCMD
2023-04-23 10:36:38 +02:00
Christoph Oelckers
745275dc24
- use texture names for special player sprites,
2023-04-23 10:36:38 +02:00
Christoph Oelckers
bfc8862071
- use texture IDs in the sprite animator
2023-04-23 10:36:27 +02:00
Christoph Oelckers
cc83438e31
- replace dispicnum with dispictex
2023-04-23 10:32:58 +02:00
Christoph Oelckers
b2493116f8
- use texture IDs in the model interface.
2023-04-23 09:52:56 +02:00
Christoph Oelckers
1bc9de1cf0
- the last picnums in actors_r.cpp
2023-04-23 09:52:56 +02:00
Christoph Oelckers
14bf74c0f9
- turned adjustfall into a 'gravityfactor' property.
2023-04-23 09:51:24 +02:00
Christoph Oelckers
687cfd610f
- copied ST160/161 handling to movetransports_d.
2023-04-23 09:43:21 +02:00
Christoph Oelckers
ac50daf5f3
- split a large bunch of code out of movetransports that can be consolidated between Duke and RR.
2023-04-23 09:43:21 +02:00
Christoph Oelckers
a0de956bef
- got rid of tilenum checks in movetransports_r.
2023-04-23 09:43:21 +02:00
Christoph Oelckers
4812e1431e
- made fallspecial game independent and eliminated all the wrapping and callback weirdness with fall.
2023-04-23 09:43:20 +02:00
Christoph Oelckers
7f19a120a0
- clean out RRRA move flags in the CON parser for the other games.
...
This allows keeping their function enabled everywhere so that they can become a common feature without further need for validation.
2023-04-23 09:42:30 +02:00
Christoph Oelckers
b2b4d432fc
- handle tilenum access in movetransports_d.
2023-04-23 09:42:30 +02:00
Christoph Oelckers
91d864ac8f
- use classtypes in fallspecial.
2023-04-23 09:42:30 +02:00
Christoph Oelckers
35a088ba04
- added map flags to enable RR's special sector types in Duke as well.
2023-04-23 09:42:29 +02:00
Christoph Oelckers
c8853de0ef
- use the symbolic constants for ST_160 and ST_161 in the last remaining places where they hadn't been put before.
2023-04-23 09:42:29 +02:00
Christoph Oelckers
0b3f18a903
- consolidated move functions.
2023-04-23 09:42:29 +02:00
Christoph Oelckers
5a2410cbbb
- more properties to get rid of the remaining actor type checks in move_d and move_r.
2023-04-23 09:42:29 +02:00
Christoph Oelckers
c4c035a527
- handle more of move's special cases with flags and properties.
2023-04-23 09:42:28 +02:00
Christoph Oelckers
2d4eee4153
- eliminated the last references to picnum in actors.cpp.
2023-04-23 09:42:28 +02:00
Christoph Oelckers
0249725ed8
- got rid of all TILE_* globals, except TILE_CROSSHAIR.
2023-04-23 09:42:28 +02:00
Christoph Oelckers
b78d268ef2
- clean up the lotsofstuff calls by correcting the class pointers on game load.
2023-04-23 09:42:27 +02:00
Christoph Oelckers
1b64b207bb
- consolidated movesprite_ex functions.
2023-04-23 09:42:27 +02:00
Christoph Oelckers
46f7e38e46
- cleaned up movesprite_ex.
...
This needed 5 actor flags to handle some really inane special cases!
2023-04-23 09:42:27 +02:00
Mitchell Richters
83365a9a14
- Fix typo in menu and clean up leftover variable in Exhumed's doPlayerCameraEffects()
.
2023-04-23 10:20:10 +10:00
Mitchell Richters
175f858047
- Make scaletozero()
static again within gameinput.cpp.
2023-04-23 09:06:31 +10:00
Mitchell Richters
05cb6563f3
- Add roll output to stat coord
since we're now using this angle.
...
* Do a line split between coords and angles since it was getting a bit long.
* Was going to allow warping to a specific roll as well, but its pretty useless.
2023-04-23 09:03:02 +10:00
Mitchell Richters
0a90ed4802
- Remove some duplicated lines in PlayerAngles::doViewTilting()
.
2023-04-23 08:51:14 +10:00
Mitchell Richters
b179079168
- Move constant from previous commit into the class with the other constants.
2023-04-22 22:45:12 +10:00
Mitchell Richters
df30c01472
- Rework cl_viewtilting 1
to be consistent across games.
...
* Setup before from when it was Exhumed-only assumed a 30Hz clock. Needed adjusted variables and setup for Shadow Warrior.
2023-04-22 21:40:57 +10:00
Christoph Oelckers
542083af30
- merged both hitradius variants, now that all the critical differences are properly handled by actor flags.
2023-04-22 12:08:47 +02:00
Christoph Oelckers
927d014cea
- final cleanup on hitradius.
...
Several dead code paths were also removed that are unable to be triggered by any event in the game - due to the spaghetti-style checks this hadn't been obvious before.
Also one more flag that handles the WT flamethrower's special case of not hurting any actors of the shooter's kind in a more generalized form
2023-04-22 12:08:47 +02:00
Christoph Oelckers
ac430e6bc7
- another flag and the second old one renamed.
2023-04-22 12:08:47 +02:00
Christoph Oelckers
9ddb5987cd
- two new flags and one renamed one for hitradius.
...
slowly getting closer to sorting this one out. The new flags already make operation a lot clearer.
2023-04-22 12:08:47 +02:00
Christoph Oelckers
19f4e4ff63
- added a new flag and split out the geometry destruction part from the hitradius functions
...
... which suddenly look a lot less menacing...
2023-04-22 12:08:47 +02:00
Christoph Oelckers
53e92097ac
- converted weaponsandammosprites into a class pointer array and fixed RR's bogus content.
...
It's a Duke only feature. RR can use it but would have spawned some non-functional items.
2023-04-22 12:08:47 +02:00
Christoph Oelckers
f78c971eac
- refactored shoot API to exclusively work with class pointers.
2023-04-22 12:08:46 +02:00
Christoph Oelckers
65e66a573d
- Duke: look up all internally used actor classes at game startup.
...
This allows early validation of the names but is also more efficient.
2023-04-22 12:08:46 +02:00
Christoph Oelckers
36d5ab74bb
- eliminated lots of direct tile references in spawn() calls.
2023-04-22 12:08:46 +02:00
Mitchell Richters
6ba227ab8b
- Spaces be damned!
2023-04-22 19:50:55 +10:00
Mitchell Richters
71d833f9ea
- Make Exhumed's new view tilting features accessible for all games.
2023-04-22 19:34:53 +10:00
Mitchell Richters
faaffa0d40
- Exhumed: Change formula for cl_exviewtilting 2
.
...
* Makes this proper strafe rolling based on the actual strafe velocity.
* Implement movement rolling as `cl_exviewtilting 3` as well.
2023-04-22 14:10:10 +10:00
Mitchell Richters
b93a2cf61b
- Exhumed: Move UpdateCreepySounds()
into MoveThings()
so its processing time can be clocked.
2023-04-21 21:13:19 +10:00
Mitchell Richters
b958ae2340
- Exhumed: Move bobangle
global into Player struct.
2023-04-21 21:13:19 +10:00
Mitchell Richters
6799322544
- Exhumed: Add view bobbing, with defaults matching intensity of Powerslave Exhumed.
...
* `cl_viewbob` extended from bool to int, and allowing two modes: 1 == Powerslave Exhumed bobbing, 2 == Duke 3D-style bobbing.
* Height and speed of bobbing customisable.
2023-04-21 21:13:19 +10:00
Mitchell Richters
8283895828
- Exhumed: Increase precision of Player::totalvel
.
2023-04-21 21:13:18 +10:00
Mitchell Richters
e0964eef7a
- Exhumed: Add toggle-able jump rebounding.
2023-04-21 21:13:18 +10:00
Mitchell Richters
8255a23833
- Exhumed: Move bTouchFloor
into Player
struct.
...
* No need to save this out either, it's reset at the start of every tic.
2023-04-21 21:13:18 +10:00
Mitchell Richters
bb19997a2c
- Apply pitch/yaw input along-side the key inputs.
...
* Removes a lot of duplicated code.
2023-04-21 21:13:18 +10:00
Mitchell Richters
70dd565c50
- Slightly tune mouse formula in GameInput::processVehicle()
.
2023-04-21 21:13:17 +10:00
Mitchell Richters
f9b9345e01
- Exhumed: Tidy up a long ternary in updatePlayerAction()
.
2023-04-21 21:13:17 +10:00
Mitchell Richters
258ab0db89
- Exhumed: Initial setup of view rolling effects.
...
* `cl_exviewtilting 1` enables a console-like view rolling upon yaw input.
* `cl_exviewtilting 2` enables a Quake-like view rolling upon strafe input.
2023-04-21 21:13:17 +10:00
Mitchell Richters
83a371e23d
- Exhumed: Remove Player::nPlayerD
, since we have the player actor's opos.
2023-04-21 21:13:16 +10:00
Mitchell Richters
29bf5e4cce
- Exhumed: Move updatePlayerTarget()
call back to main ticker loop.
...
* While it's cleaner in the AIPlayer ticker, AIRa requires its target set (which is done in this func also) and I don't know whether AIPlayer is ticked before AIRa is.
2023-04-21 21:13:16 +10:00
Mitchell Richters
19da7a61bb
- Exhumed: Setup detection for Steam version.
...
* Buying games for $15 AUD that I already own just so I can add a detection... aren't I super? 🙃 .
2023-04-21 21:13:16 +10:00
Mitchell Richters
28893663a5
- Exhumed: Reduce length of stack arrays in addSeq()
.
2023-04-21 21:13:16 +10:00
Mitchell Richters
4c49b91635
- Exhumed: Incorporate player weapon bobbing into pilot light angle.
2023-04-21 21:13:16 +10:00
Mitchell Richters
a28ca29493
- Exhumed: Repair pilot light angle that's been broken for some time.
...
* Interpolate it as well 🙂 .
2023-04-21 21:13:15 +10:00
Mitchell Richters
dc857aec3d
- Exhumed: Tidy up remainder of DrawWeapons()
.
2023-04-21 21:13:15 +10:00
Mitchell Richters
d309406473
- Exhumed: Rename sequence texture getters to separate frame/chunks.
...
* This will make it easier to compare against the source if there's a mistake, etc.
2023-04-21 21:13:15 +10:00
Mitchell Richters
1162954b03
- Exhumed: Move AISpider's null chunk texture check into the getter.
...
* It's needed for the rat as well...
2023-04-21 21:13:15 +10:00
Mitchell Richters
408c71513b
- Exhumed: Manually review all nAction
changes and ensure nFrame
is reset also.
2023-04-21 21:13:14 +10:00
Mitchell Richters
ba8bdf347e
- Exhumed: Repair OOB seq access with Anubis.
...
* Everytime `nAction` changes, `nFrame` must be reset as well.
* One `AnubisSeq[]` index has an `nSeqId` of `-1`, this must be handled.
2023-04-21 21:13:14 +10:00
Mitchell Richters
27b9b0d2f8
- Exhumed: Reduce repeated hashtable lookups when building chunks.
2023-04-21 21:13:14 +10:00
Mitchell Richters
04eb0fe926
- Exhumed: Tidy up a few remaining globals in the sequence system.
2023-04-21 21:13:14 +10:00
Mitchell Richters
4a37453765
- Exhumed: Convert sequence system to FTextureIDs.
2023-04-21 21:13:13 +10:00
Mitchell Richters
fcfee9addc
- Exhumed: Convert remainder of statusbar code and delete old system.
2023-04-21 21:13:13 +10:00
Mitchell Richters
7ca73aa562
- Exhumed: Initial setup of new statusbar sequence exports, starting with DrawStatusSequence()
.
2023-04-21 21:13:12 +10:00
Mitchell Richters
95e84ba1f8
- Exhumed: Make playFrameSound()
a method of SeqFrame
.
2023-04-21 21:13:12 +10:00
Mitchell Richters
32cc320195
- Exhumed: Refactor new sequence setup to not use naked TArray of frames.
...
* Also gives access to the previously discarded sequence flags that are currently not in any kind of use.
2023-04-21 21:13:12 +10:00
Mitchell Richters
4b223ab26d
- Exhumed: Tidy up DExhumedActor
variables for clarity.
2023-04-21 21:13:11 +10:00
Mitchell Richters
5efc14411a
- Exhumed: Use actor variables for sequences, not player ones.
2023-04-21 21:11:55 +10:00
Mitchell Richters
5c0b6858b1
- Exhumed: Remove seq_GetSeqPicnum()
.
2023-04-21 21:11:55 +10:00
Mitchell Richters
b4502626fa
- Exhumed: Tidy up some picnum accesses.
2023-04-21 21:11:55 +10:00
Mitchell Richters
d7161a7368
- Exhumed: Convert the weapon code.
2023-04-21 21:11:54 +10:00
Mitchell Richters
33bfe4601f
- Exhumed: Convert seq_DrawPilotLightSeq()
.
2023-04-21 21:11:54 +10:00
Mitchell Richters
4428ea5612
- Exhumed: Fix null chunk access for spider.
2023-04-21 21:11:54 +10:00
Mitchell Richters
d8441f712e
- Exhumed: Converted out most remaining files.
2023-04-21 21:11:54 +10:00
Mitchell Richters
34e984d836
- Exhumed: Convert out bullet system to new backend hashtable.
2023-04-21 21:11:54 +10:00
Mitchell Richters
6f242b901d
- Exhumed: Convert out anim system to new backend hashtable.
2023-04-21 21:11:53 +10:00
Mitchell Richters
f404708f51
- Exhumed: Initial conversion of seq_PlotSequence()
to new backend hashtable.
2023-04-21 21:11:52 +10:00
Mitchell Richters
4d1466217b
- Exhumed: Remove unused/unneeded union from DExhumedActor
.
2023-04-21 21:10:47 +10:00
Mitchell Richters
80125e11f3
- Exhumed: Separate out seq variables within DExhumedActor
.
2023-04-21 21:10:45 +10:00
Mitchell Richters
57ffb0e251
- Exhumed: Tidy up internals of seq_PlotSequence()
.
...
* Renames disassembly variables.
* Removes abusive reuse of arg variables.
2023-04-17 08:52:54 +10:00
Mitchell Richters
27c87b247c
- Exhumed: Rename actionSeq
members for clarity.
2023-04-17 08:52:54 +10:00
Mitchell Richters
310f615c8c
- Exhumed: Initial setup of new sequence loader.
...
* Untested in-game but looks good in the debugger.
2023-04-17 08:52:54 +10:00
Mitchell Richters
8a0d09ce8b
- Exhumed: Wrap all access to FrameSound[]
array and make static.
2023-04-17 08:52:54 +10:00
Mitchell Richters
86c559ff1c
- Exhumed: Wrap all access to ChunkFlag[]
array and make static.
2023-04-17 08:52:54 +10:00
Mitchell Richters
01148a8c29
- Exhumed: Wrap all access to ChunkPict[]
array and make static.
2023-04-17 08:52:54 +10:00
Mitchell Richters
78489dbc78
- Exhumed: Wrap all access to ChunkXpos[]
and ChunkYpos[]
arrays and make static.
2023-04-17 08:52:53 +10:00
Mitchell Richters
924ac25df1
- Exhumed: Wrap all access to FrameSize[]
array and make static.
2023-04-17 08:52:53 +10:00
Mitchell Richters
93fe699b78
- Exhumed: Wrap all access to FrameFlag[]
array and make static.
2023-04-17 08:52:53 +10:00
Mitchell Richters
3e38d01e4b
- Exhumed: Wrap all access to FrameBase[]
array and make static.
2023-04-17 08:52:53 +10:00
Mitchell Richters
fbddddcccc
- Exhumed: Mark unused array SeqFlag[]
as static and annotate it.
2023-04-17 08:52:53 +10:00
Mitchell Richters
e9c9f070eb
- Exhumed: Wrap all access to SeqStatic[]
array and make static.
2023-04-17 08:52:52 +10:00
Mitchell Richters
8df52e1265
- Exhumed: Wrap all access to SeqBase[]
array and make static.
2023-04-17 08:52:52 +10:00
Mitchell Richters
53b7235adf
- Exhumed: Wrap all access to SeqOffsets[]
array and make static.
2023-04-17 08:52:52 +10:00
Mitchell Richters
4cc3664287
- Exhumed: Minor tidy-up for seq_ReadSequence()
prior to start.
2023-04-17 08:52:52 +10:00
Christoph Oelckers
86637cd20c
- fixed typo in NOHITSCANHIT flag export.
2023-04-16 23:38:54 +02:00
Christoph Oelckers
07102fbd39
- fixed missing CANNONBALLS texture alias.
2023-04-16 21:47:06 +02:00
Marisa Heit
1bf03e463a
Add more GOG registry search paths
...
Adds the following GOG registry paths to locate games from GOG:
- Duke Nukem 3D Atomic Edition (no longer sold on GOG)
- Blood: One Unit Whole Blood (no longer sold on GOG)
- Shadow Warrior Classic Complete (Free! on GOG)
There are also three I scraped from their store pages, but commented
out because I don't own them so can't verify if they need any additional
search paths or not:
- Redneck Rampage Collection
- NAM
- Shadow Warrior Classic Redux
2023-04-16 21:37:44 +02:00
Christoph Oelckers
608b4e8e0f
- initialize the new temporary actor properties to something useful.
2023-04-16 17:35:23 +02:00
Christoph Oelckers
5da28bf5ad
- added new CHANF_SINGULAR flag plus a handler for CHANF_LOCAL in Duke.
2023-04-16 17:35:22 +02:00
Christoph Oelckers
a3da3a4c43
- added a large bunch of script exports.
2023-04-16 17:35:15 +02:00
Christoph Oelckers
5f68291f69
- added skeleton definitions for all new Nuclear Winter items and their base tiles.
2023-04-16 16:53:53 +02:00
Christoph Oelckers
ea96c66a93
- made some annotations in concmd_shoot how to deal with RRRA's merged projectiles.
2023-04-16 16:53:52 +02:00
Christoph Oelckers
712ed44e94
- use names instead of strings with FindActor.
2023-04-16 16:53:52 +02:00
Christoph Oelckers
cb8137c32b
- consolidated shoot_d and shoot_r.
2023-04-16 16:53:52 +02:00
Christoph Oelckers
ef412c20cc
- scriptified shootrpg.
...
Due to its ugly special cases this function is most likely not modding-safe.
2023-04-16 16:53:52 +02:00
Christoph Oelckers
3d09be118a
- scriptified the freezeblast shooter.
2023-04-16 16:53:52 +02:00
Christoph Oelckers
e97fc54179
- scriptified shootstuff.
2023-04-16 16:53:52 +02:00
Christoph Oelckers
9085157130
- scriptified shootwhip.
2023-04-16 16:53:51 +02:00
Christoph Oelckers
afe7086189
- reimplemented WW2GI's hitscan related events in ZScript.
2023-04-16 16:53:51 +02:00
Christoph Oelckers
3af08ecbac
- scriptified and consolidated the hitscan attacks.
2023-04-16 16:53:51 +02:00
Christoph Oelckers
1f5cd93564
- wall flag interface cleanup.
...
With wall textures now available the workarounds could be removed.
2023-04-16 16:53:51 +02:00
Christoph Oelckers
041d5214a4
- two new flags for the hitscan attack.
2023-04-16 16:53:51 +02:00
Christoph Oelckers
0643ab22c0
- scriptified the melee attack.
2023-04-16 16:53:51 +02:00
Christoph Oelckers
1d887755a5
- scriptified shootfireball.
2023-04-16 16:53:50 +02:00
Christoph Oelckers
76b9314f63
- scriptified shootMortar.
2023-04-16 16:53:50 +02:00
Christoph Oelckers
48f7690756
- scriptified tripbomb 'shooting'.
2023-04-16 16:53:50 +02:00
Christoph Oelckers
1462cb5e9d
- refactored some of WW2GI's gamewar stuff so that it is accessible to ZScript as well.
...
The features here are useful, the way they were handled not so much. What is there now can also be set from proper definition files instead of CON hacks.
2023-04-16 16:53:50 +02:00
Christoph Oelckers
1597cf5400
- exported the grower's shoot function and moved stuff to a separate file.
2023-04-16 11:49:47 +02:00
Christoph Oelckers
71a005fda6
- added a few 'const'.
2023-04-16 11:47:56 +02:00
Christoph Oelckers
77d14ec721
- scriptified shootshrinker and moved all shrinker code to a separate file.
2023-04-16 11:47:56 +02:00
Mitchell Richters
e82981929d
- Exhumed: Make overridesect
global local to movespritez()
.
...
* Fixes #933 .
2023-04-16 19:30:35 +10:00
Mitchell Richters
b803a8299d
Revert "- Blood: Repair velocity scaling in ConcussSprite()
."
...
This reverts commit 7da3c62ea8
.
* 7554808104
has the proper fix.
2023-04-16 16:11:57 +10:00
Christoph Oelckers
e15517cf57
- fixed some issues with projectile ownership.
...
Some init code was run here that should not be run. Added a new flag to handle this case without major code explosion.
2023-04-16 07:54:26 +02:00
Christoph Oelckers
c73830992f
- added a few exports and properties for weapon shooting and added missing 'const' annotations for ShootThis overrides.
2023-04-15 23:23:09 +02:00
Christoph Oelckers
17cde1e3ca
- Duke: fixed bad init of hitag in initspriteforspawn
2023-04-15 19:53:04 +02:00
Christoph Oelckers
ecd0c8c1ff
- fixed a few bad scaling values.
2023-04-15 12:20:10 +02:00
Christoph Oelckers
b191491bbb
- backend update from GZDoom.
2023-04-15 11:51:31 +02:00
Christoph Oelckers
812b9d76d6
- Blood: display the charge meter for the dynamite also on the alternative HUD.
2023-04-15 09:33:46 +02:00
Christoph Oelckers
0a91a9a199
- route checkhitsprite fully through the virtual interface so that the player class can finally be exported.
2023-04-12 22:02:01 +02:00
Christoph Oelckers
60af1b4c62
- renamed temp_data[0] to 'counter' and map temp_data[5] to the now free temp_data[0].
...
This not only matches its use in CON but seems to be used as a counter in most other places as well.
The main reason is to improve readability of CON to ZScript conversions.
2023-04-12 21:54:33 +02:00
Christoph Oelckers
8bd88b8678
- migrate all script related info to the data stored in the actor classes.
...
This also needs cactor to really change the class descriptor now so that the correct script code is found.
2023-04-12 21:54:20 +02:00
Christoph Oelckers
c418356420
- added the action, move and ai properties.
2023-04-12 21:52:56 +02:00
Christoph Oelckers
947d427a9d
- merged tileinfo and actorinfo.
2023-04-12 21:52:28 +02:00
Christoph Oelckers
ebf7b4a121
- copy the CON defined info into the actual actors.
...
Only using the strength value right now.
2023-04-12 20:29:37 +02:00
Christoph Oelckers
a155a09f9f
- deleted the setflag inlines.
2023-04-12 20:07:12 +02:00
Christoph Oelckers
62ace9371f
- moved the 3 actor properties out of the global data.
2023-04-12 20:07:12 +02:00
Christoph Oelckers
cc8495c31e
- got rid of the g_t pointer in the CON interpreter.
...
Using g_ac->temp_data now.
2023-04-12 20:07:12 +02:00
Christoph Oelckers
f0637cfc83
- moved actioncounter and curframe to a dedicated variable.
...
The third generic counter is not as easy to fix as its use is far more widespread
2023-04-12 20:07:12 +02:00
Christoph Oelckers
4b096f4f3e
- nulling contents of a freshly spawned actor is not necessary.
...
All objects are zero inited.
2023-04-12 20:07:11 +02:00
Christoph Oelckers
14dd9c3711
- refactored AI storage as well to not use ScriptCode anymore.
2023-04-12 20:07:11 +02:00
Christoph Oelckers
b9702fbb66
- moved 'move' data out of the ScriptCode array as well.
2023-04-12 20:07:11 +02:00
Christoph Oelckers
30ccbe2710
- moved actions out of the ScriptCode array and gave them a dedicated struct with meaningful member names.
2023-04-12 20:07:11 +02:00
Christoph Oelckers
94b676bd7c
- wrapped access to the current 'move' values read from CON.
2023-04-12 20:07:11 +02:00
Christoph Oelckers
c76c511da2
- moved sprite animation code out of 'execute'.
2023-04-12 20:07:10 +02:00
Christoph Oelckers
0c17a369db
- Duke: changed skill filter to be solely controlled by the spawnclasses definitions.
...
All classes with no skill filter now need an explicit noskill declaration.
The only exception is inert sprites using DukeActor directly, these will never get filtered by skill.
2023-04-12 20:06:25 +02:00
Christoph Oelckers
53e41bd3b3
- Duke: added missing texture alias for the cannon.
2023-04-11 20:23:34 +02:00
Christoph Oelckers
660227e175
- Duke: restrict skill filter to those actors which originally handled it.
...
For flexibility there now is a flag that can be set on any actor class, but due to precedent it needs to be off by default.
2023-04-11 20:14:02 +02:00
Christoph Oelckers
ee61daed97
- reinstate code from e2db4a8
that got removed by a badly resolved merge conflict in ae4ef64
.
2023-04-10 16:48:08 +02:00
Christoph Oelckers
2f61a44329
- Duke: do not clear the KILLCOUNT flag.
...
This seems to have gotten back by accident.
2023-04-10 16:41:58 +02:00
Christoph Oelckers
ec9ed9588c
- Exhumed: don't pass uninitialized data to the sound engine.
...
This was creating very noisy warnings.
2023-04-10 09:49:38 +02:00
Christoph Oelckers
1d79d0cee3
- Duke: fixed pitch calculation for explosion sounds.
...
This part was missed when the backend's pitch management was changed to floats instead of Q1.7 fixed point numbers.
2023-04-10 09:13:33 +02:00
Christoph Oelckers
7b1ef9e020
- Duke: Do not set SFLAG_BADGUY for internal bad guys.
...
This will pass an incorrect value for clipdist to clipmove.
2023-04-10 08:56:37 +02:00
Christoph Oelckers
3df7539eb9
- fixed return values of badguy()
and bossguy()
functions.
2023-04-09 15:45:19 +02:00
Christoph Oelckers
684fb5eb74
- added a few things missing for RR and Route 66.
...
R66's gator was also added - this is the only completely new actor in this mod.
2023-04-09 09:46:10 +02:00
Christoph Oelckers
7f758eef2b
- got rid of the script-side flag wrappers.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
04a027f748
- removed most parameters from fall_common.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
cfa18952d1
- deleted the native flag setter code.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
918c75cb6e
- validate statnum before spawning an actor.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
da0b429751
- migrated attackertype to class objects.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
ae4ef6401c
- use the actual actor flags.
...
Not fully working yet...
2023-04-09 09:45:42 +02:00
Christoph Oelckers
510afe16fb
- NODAMAGEPUSH is the default for RR.
...
The game never had this feature
2023-04-09 09:35:38 +02:00
Christoph Oelckers
b908ede470
- reviewed actor flags and applied several fixes.
2023-04-09 09:35:37 +02:00