Commit graph

21070 commits

Author SHA1 Message Date
Christoph Oelckers
e97dfb3687 - moved ActorActionFunc and Personality out of __LegacyState again. 2023-05-28 21:07:34 +02:00
Christoph Oelckers
b07a182df4 - change type of AF() 2023-05-28 11:19:36 +02:00
Christoph Oelckers
8d57281101 - turn the SO's Animator and PostMoveAnimator into non-functions as well.
What little is here can be done just as easily by more traditional means which are easier to serialize.
2023-05-28 11:19:35 +02:00
Christoph Oelckers
5e64d6c7aa - call ScaleSectorObject directly.
It's the only PreMoveAnimator so a bool can be used as easily as the full pointer.
2023-05-28 11:19:35 +02:00
Christoph Oelckers
20b39c6a0d - removed several non-actions from player.cpp's saveable code. 2023-05-28 11:19:35 +02:00
Christoph Oelckers
4bf0029c32 - remove lots of unneeded SAVE_CODE and SAVE_DATA declarations.
Everything ported to VMFunctions can now be saved natively and the DECISIONs never get stored in serialized pointers.
2023-05-28 11:19:35 +02:00
Christoph Oelckers
ddfb485424 - added a serializer for VMFunction pointers. 2023-05-28 11:19:34 +02:00
Christoph Oelckers
64d012b073 - implement the VM call's return value 2023-05-28 11:19:23 +02:00
Christoph Oelckers
fb79228600 - get rid of all ANIMATOR function pointers.
Everything now uses VMFunctions.
2023-05-28 09:06:51 +02:00
Christoph Oelckers
280d685774 - get rid of more ANIMATOR declarations. 2023-05-28 09:01:43 +02:00
Christoph Oelckers
4e5372133c - removed the godawful hack to use function addresses as identifier for playing sounds.
This already required a bad workaround, but let's do it cleanly now so it can be used from scripts properly.
In most places this wasn't even used to decide on sound playing at all - only the 'broadcast' decision matters.
2023-05-28 09:01:05 +02:00
Christoph Oelckers
f12cc01055 - wrap all personality decision actions in VM functions. 2023-05-28 08:52:46 +02:00
Christoph Oelckers
540f96407d - clean up ANIMATOR declarations. 2023-05-28 08:46:03 +02:00
Christoph Oelckers
1b685d8652 - wrap all action functions in a VMFunction.
To allow piece-by-piece refactoring.
2023-05-28 08:35:19 +02:00
Christoph Oelckers
89cce849e8 - wrapped more direct access to the states. 2023-05-28 08:32:52 +02:00
Christoph Oelckers
beb8368819 - more stateGroup wrapping 2023-05-28 08:24:56 +02:00
Christoph Oelckers
7eb713ab04 - wrap state setters so they can use state names. 2023-05-28 08:13:20 +02:00
Christoph Oelckers
213bdbadad - allocate VMFunction's PrintableName from the ClassDataAllocator arena.
This avoids execution order issues on shutdown. VMFunction should not use FString.
2023-05-27 22:40:47 +02:00
Christoph Oelckers
7d30f1921c - moved remaining stuff to refactor to a substructure for easier lookup later. 2023-05-27 22:15:52 +02:00
Christoph Oelckers
3612127a5e - move stuff to refactor to a sub-structure. 2023-05-27 12:37:24 +02:00
Christoph Oelckers
12266a3693 - SW: inline setting the end state. 2023-05-27 12:11:41 +02:00
Christoph Oelckers
c72e2dbbe0 - fix missing #include 2023-05-27 10:37:00 +02:00
Christoph Oelckers
98961b54a8 - removed unused variable 2023-05-27 10:11:31 +02:00
Christoph Oelckers
d20c37e708 - reinstated the state's sprite frame code.
Having frames makes management a lot easier so let's keep it.
2023-05-27 10:11:30 +02:00
Christoph Oelckers
f3ea1e312a - Backend update from GZDoom. 2023-05-27 10:10:42 +02:00
Christoph Oelckers
5dfb0c902a - consolidation of sound init code. 2023-05-27 09:12:51 +02:00
Christoph Oelckers
6866e86e3e - missed change for Blood 2023-05-27 09:11:26 +02:00
Christoph Oelckers
92f2503160 - did a bit of optimization on sfxinfo_t.
Using two bytes of alignment gap to add a userval variable.
2023-05-27 09:03:10 +02:00
Christoph Oelckers
1468bedf4c - don't print file-not-found errors for internal SNDINFO definitions. 2023-05-27 07:15:43 +02:00
Christoph Oelckers
1cb86af5f9 - give SW's sounds proper names and move their definition out of the EXE.
Also handle custom rolloff by the sound engine
2023-05-26 23:27:46 +02:00
Christoph Oelckers
0e64a38812 - ported a few SNDINFO options from GZDoom. 2023-05-26 18:56:42 +02:00
Mitchell Richters
b69dbe1db3 - Remove some debug leftovers. 2023-05-21 20:01:17 +10:00
Christoph Oelckers
147f5ac8a0 - added GZDoom's state manager.
We will need this for SW's actors
2023-05-21 09:59:22 +02:00
Christoph Oelckers
f35ae98e13 - remove unused variable. 2023-05-21 08:11:44 +02:00
Christoph Oelckers
f58504250c - remove DCoreActor::picnum's script export.
This is something we definitely do not want to export.
2023-05-21 07:54:16 +02:00
Christoph Oelckers
1b2a249243 - got rid of all tile index constants in Exhumed. 2023-05-21 07:42:26 +02:00
Christoph Oelckers
c707167c94 - eliminated all uses of tile index constants in Blood.
The literal numbers still remain, though.
2023-05-20 18:28:29 +02:00
Christoph Oelckers
9bf028b7f0 - eliminated use of one more tile index in Exhumed. 2023-05-20 18:27:12 +02:00
Christoph Oelckers
fd9a9232af - cleanup of Exhumed's 2D code. 2023-05-20 18:08:59 +02:00
Christoph Oelckers
4e4be4f3d0 - use the global texture ID array where available. 2023-05-20 18:08:58 +02:00
Christoph Oelckers
6de41eec46 - get rid of last tileGetTexture calls in Blood. 2023-05-20 18:08:58 +02:00
Christoph Oelckers
56f5e01c84 fix tileCRC 2023-05-20 18:08:58 +02:00
Christoph Oelckers
a2b2e2ec87 - got rid of tileHeight and tileWidth. 2023-05-20 18:08:40 +02:00
Christoph Oelckers
2f2021f5d2 - Blood: simplify burnTable. 2023-05-20 13:17:55 +02:00
Christoph Oelckers
058f1b4233 - handle exclusion of tilenum 0 for sprites in the backend. 2023-05-20 12:55:58 +02:00
Christoph Oelckers
a76494363c - get rid of 'picnum' in common code. 2023-05-20 12:40:57 +02:00
Christoph Oelckers
de6b5fec7b - got rid of some 'picnum's that don't reference spritetype. 2023-05-20 10:59:03 +02:00
Christoph Oelckers
5999cb8218 - fix savegame size of temp_data 2023-05-20 10:00:29 +02:00
Christoph Oelckers
43bc6edba3 - print errors in red. 2023-05-20 09:11:14 +02:00
Christoph Oelckers
4e6023ea34 add a bit of vertical tolerance to neartag's sprite check.
This is not pitch aware and can cause problems with very small sprites on occasion.
2023-05-20 09:01:46 +02:00