Mitchell Richters
ec20f66eda
- Duke/RR: Always ensure player's wantweaponfire
is reset to -1
after switching weapon.
...
* Fixes #333 .
2021-07-17 12:12:12 +10:00
Christoph Oelckers
20ca676539
- RR: fixed crash in function that handles acts of mass destruction (like blowing up gas stations.)
...
With bad setups 'spr' could be left uninitialized. This crashed E1L1 of 'The Hickston Swamp' mod.
2021-06-11 23:20:50 +02:00
Christoph Oelckers
4b35a30de5
- RR: fixed the bowling lane lights.
...
Tiles had not been made writable.
Also renamed a few bowling related things.
2021-06-09 23:53:05 +02:00
Christoph Oelckers
d311792e06
- engine side preparations for Duke Statusbar scriptification.
...
Mainly, gotweapon had to be reverted to a flat bool array to avoid implementing FixedBitArray for the VM.
Also adding a few new tile names and PushV for string arrays.
2021-05-15 10:44:35 +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
96d78ab9e6
- made DukeActor::s a pointer.
...
As a reference we would never be able to export this to scripting
2021-04-15 19:21:43 +02:00
Christoph Oelckers
68b7628f56
- RRRA: Sector effector type 156 is not supposed to scroll the floor texture.
2021-04-07 18:12:25 +02:00
Mitchell Richters
18fbc8996b
- Duke: Remove a few redundant sprite backups and change some backups to what's actually needed.
2021-01-06 06:22:31 +11:00
Mitchell Richters
97159c20c1
- Duke: Leverage new spritetype
methods within Duke, removing bposx
/bposy
/bposz
from hittype.
2021-01-06 06:22:29 +11:00
Mitchell Richters
5124c0daec
- Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h.
2021-01-05 07:31:37 +11:00
Mitchell Richters
868aa7f07a
- Replace mulscale()
calls with MulScale()
from common.
2021-01-05 07:31:24 +11:00
Mitchell Richters
2396179dfc
- Replace mulscale##()
calls with MulScale()
from common.
...
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Christoph Oelckers
72df9c26d8
- Duke: fixed: SE31's handler overwrote the interpolation coordinates, which rendered interpolation ineffective.
...
Also removing some redundant coordinate copying. Since we save all sprite coordinates at the start of a frame, there is no need to do the same again in the stat handlers.
Fixes #237
2020-12-11 19:17:41 +01:00
Christoph Oelckers
7ad0750839
- grouped all of Duke's constant per-session state in a single struct.
...
Mainly done so later the script export can be done more easily.
This also renames a few of the affected variables for clarity.
2020-11-29 13:54:58 +01:00
Christoph Oelckers
daf71fa470
- replaced a few more literal numbers.
2020-11-27 20:06:38 +01:00
Christoph Oelckers
2cd3927613
- use floats for wall panning offsets.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9
- make sector panning variables floats and added some convenience wrappers.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
169d708547
- removed all remaining uses of tilesiz.
2020-11-23 08:55:02 +01:00
Christoph Oelckers
d60bc8be9f
- replaced all remaining uses of tilesiz[].y
2020-11-23 08:39:49 +01:00
Mitchell Richters
b6e8030307
- buildutils: Replace sintable[]
use within Duke's actors_r.cpp with bsin()
/bcos()
.
2020-11-22 21:18:03 +01:00
Christoph Oelckers
7df20ee047
- RR: Give ammo for the secondary ripsaw mode when picking up the weapon in standard RR, too.
2020-11-22 17:50:38 +01:00
Christoph Oelckers
d8e331ef0f
- changed Duke/RR palette handling to only retrieve the currently active palette right before rendering.
...
Storing this in the player_struct is pointless and a relic from having to use real hardware palette switches.
With this now just being a translation index being passed to the backend it can be cheaply retrieved right when used and nowhere else.
Also making some changes to how RRRA's psychedelic cactus handles the projection. This fixes issues with occasionally passing a bad matrix.
2020-11-05 07:31:48 +01:00
Christoph Oelckers
60263ccad9
- fixed destroyit.
...
This caused parts of the exploding house in RRRA E1L5 not to disappear.
2020-11-04 21:53:56 +01:00
Christoph Oelckers
aac5ab55a3
- movesprite cleanup.
2020-11-04 20:40:25 +01:00
Christoph Oelckers
0eb10f0313
- newowner and related code.
2020-11-04 20:40:25 +01:00
Christoph Oelckers
f3f0fd0a3a
- ported the sound code to actors and removed the inline helpers.
2020-11-04 20:40:07 +01:00
Christoph Oelckers
770897b8b9
- player.i, part 1
2020-11-04 20:39:42 +01:00
Christoph Oelckers
eb5cd98d9a
- fixed a few bad parameters.
2020-11-04 20:39:39 +01:00
Christoph Oelckers
32a7c2349e
- shoot interface transitioned/operateweapon mostly done.
2020-11-03 22:01:58 +01:00
Christoph Oelckers
7e29be7569
- switched checkhitwall interface to actors.
2020-11-03 21:49:57 +01:00
Christoph Oelckers
4258c27248
- switched the checkhitsprite interface to actors.
2020-11-03 21:43:50 +01:00
Christoph Oelckers
768487584e
- aim and all calling instances.
...
This also takes care of RR's chicken arrow storing an actor reference in lotag.
2020-11-03 20:42:03 +01:00
Christoph Oelckers
6ee856b8c1
- added missing 'break' to SE code.
...
This caused the car in RR's first level to go too fast.
2020-11-03 20:21:30 +01:00
Christoph Oelckers
f5cccb0df2
- actorflag, actorfella, automap, animateaccess, holoduke spawn, initreactor.
...
# Conflicts:
# source/games/duke/src/game_misc.cpp
2020-11-03 19:21:43 +01:00
Christoph Oelckers
de92287d0b
- fixed the messed up parameter order of OnEvent.
...
This should serve as a textbook example why passing around indices is a very, very bad idea!
2020-11-03 19:21:42 +01:00
Christoph Oelckers
669fcc967f
- cheats.cpp and ccmds.cpp handled.
...
# Conflicts:
# source/games/duke/src/cheats.cpp
2020-11-03 07:06:27 +01:00
Christoph Oelckers
8d1409a708
- bring weaprec handling of RR in line with Duke.
...
This code set a sprite index where a tile number is expected by all other code checking this array.
In the stock game this should never trigger, though, as the actor being checked is the burning dynamite which cannot be picked up again as-is.
2020-11-03 06:51:29 +01:00
Christoph Oelckers
6adc2f8e55
- findplayer
2020-11-01 17:07:47 +01:00
Christoph Oelckers
3c19f8e44e
- the last remaining small functions in actors_d.cpp and actors_r.cpp.
2020-11-01 17:07:46 +01:00
Christoph Oelckers
52c342a2ff
- renamed variables in move functions.
2020-11-01 17:07:46 +01:00
Christoph Oelckers
e6e53d1954
- move, fakebubbaspawn and destroyit.
2020-11-01 17:07:46 +01:00
Christoph Oelckers
a6f9673403
- moveeffectors.
2020-11-01 17:07:46 +01:00
Christoph Oelckers
c438061b83
- made SE06 and SE28 separate functions.
2020-11-01 17:07:45 +01:00
Christoph Oelckers
f5338d0acb
- moveexplosions.
2020-11-01 17:07:45 +01:00
Christoph Oelckers
76c4eeddc4
- moveactors.
2020-11-01 17:07:45 +01:00
Christoph Oelckers
2ad31247ec
- henstand and bowling.
2020-11-01 17:07:45 +01:00
Christoph Oelckers
a31a19d430
- fixed 2 bad iterators.
2020-11-01 17:07:45 +01:00
Christoph Oelckers
fd83b87b94
- rr_specialstats.
2020-11-01 15:25:18 +01:00
Christoph Oelckers
0ec7732bd4
- rrra_specialstats.
2020-11-01 15:22:34 +01:00
Christoph Oelckers
63646e7c5c
- heavyhbomb
2020-11-01 15:19:51 +01:00
Christoph Oelckers
9826ff54f9
- movetransports.
2020-11-01 15:05:21 +01:00
Christoph Oelckers
076dcef5d0
- renamed variables in movetransports.
2020-11-01 14:56:23 +01:00
Christoph Oelckers
2d1b8a2b4b
- use the cleaned up movesprite interface in moveweapons.
2020-11-01 14:51:32 +01:00
Christoph Oelckers
3aaf2e80a9
- moveweapons.
2020-11-01 14:46:05 +01:00
Christoph Oelckers
00b12c5fd6
- weaponcommon subfunctions.
2020-11-01 12:27:43 +01:00
Christoph Oelckers
c5f7c29ead
- chickenarrow and movefireball.
2020-11-01 12:23:14 +01:00
Christoph Oelckers
a3860de440
- movestandables.
2020-11-01 12:09:01 +01:00
Christoph Oelckers
1af39eb29d
- move*bolt.
2020-11-01 12:08:39 +01:00
Christoph Oelckers
dc75037d01
- movecrack, movefireext, moveviewscreen.
2020-11-01 12:06:20 +01:00
Christoph Oelckers
d9b6be83b3
- movefallers.
2020-11-01 12:00:29 +01:00
Christoph Oelckers
7e8be10b04
- movefta and ifhitsectors.
2020-11-01 11:58:41 +01:00
Christoph Oelckers
861342a278
- guts_d and guts_r.
2020-11-01 11:32:34 +01:00
Christoph Oelckers
4c9655b110
- check_fta_sounds.
2020-11-01 10:53:45 +01:00
Christoph Oelckers
6a97b3d58e
- renamed variables.
2020-11-01 10:49:50 +01:00
Christoph Oelckers
f0b1ab504d
- fall_common and its fallspecial subfunction.
2020-11-01 10:48:26 +01:00
Christoph Oelckers
85ea1df76a
- alterang
2020-11-01 10:44:16 +01:00
Christoph Oelckers
31e5023004
- dodge, furthestcanseepoint, furthestangle.
2020-11-01 10:41:25 +01:00
Christoph Oelckers
4e675ea322
- makeitfall
2020-11-01 10:41:24 +01:00
Christoph Oelckers
8f75a58343
- shared SE31 code.
2020-11-01 10:31:41 +01:00
Christoph Oelckers
21fb3fb7bb
- shared SE25 code.
2020-11-01 10:27:54 +01:00
Christoph Oelckers
00f5a08390
- shared SE24 code.
2020-11-01 10:27:41 +01:00
Christoph Oelckers
02813802d4
- the 5 remaining shared SE handlers.
2020-11-01 10:12:27 +01:00
Christoph Oelckers
769bc3bd22
- handle_se20-26.
2020-11-01 10:02:58 +01:00
Christoph Oelckers
5d837176de
- handle_se18+19
2020-11-01 09:58:39 +01:00
Christoph Oelckers
5b096ea35e
- handle_se15-17.
2020-11-01 09:53:50 +01:00
Christoph Oelckers
b585192721
- handle_se11-13.
2020-11-01 09:37:41 +01:00
Christoph Oelckers
45905b9137
- handle_se05, 08, 10.
2020-11-01 08:51:13 +01:00
Christoph Oelckers
2edc7168ca
- handle SE02-SE04.
2020-11-01 08:43:24 +01:00
Christoph Oelckers
3e62550489
- consolidated gutsdir functions by making the spawn offset for Duke's commander an actor property.
2020-11-01 08:23:03 +01:00
Christoph Oelckers
80aab4b5f7
- handle_se30.
2020-11-01 08:22:47 +01:00
Christoph Oelckers
2dd2ba1469
- handle_SE14 function signature and recordoldspritepos
2020-11-01 08:13:29 +01:00
Christoph Oelckers
1ce2600a43
- SE 0 and 1 handlers.
2020-11-01 07:36:49 +01:00
Christoph Oelckers
e9d6fb2bb5
- jibs, bloodpool, shell, glasspieces and scrap.
2020-11-01 07:27:15 +01:00
Christoph Oelckers
6cbe74e115
- forcesphere, watersplash2, frameeffect and money.
2020-11-01 07:24:00 +01:00
Christoph Oelckers
6e1d3a025a
- ooz, reactor and camera.
2020-11-01 07:23:27 +01:00
Christoph Oelckers
876b6d5081
- forcesphere and recon.
2020-11-01 07:20:17 +01:00
Christoph Oelckers
3d16d9f44a
- respawnmarker, rat and queball.
2020-11-01 07:15:57 +01:00
Christoph Oelckers
6257ebc30c
- bounce, movetongue and rpgexplode.
2020-11-01 07:11:49 +01:00
Christoph Oelckers
e001b3117f
- movetouchplate, moveooz, movecanwithsomething.
...
# Conflicts:
# source/games/duke/src/funct.h
2020-11-01 07:07:59 +01:00
Christoph Oelckers
b7f26c064d
- 3 smaller functions.
2020-11-01 06:54:14 +01:00
Christoph Oelckers
c42ff35dc5
- hitradius
...
# Conflicts:
# source/games/duke/src/actors_d.cpp
# source/games/duke/src/actors_r.cpp
2020-10-31 13:24:31 +01:00
Christoph Oelckers
7dbe9d4bfb
- renaming in hitradius
2020-10-31 13:24:30 +01:00
Christoph Oelckers
38e0ac1e3f
- movefountain and moveflammable.
...
# Conflicts:
# source/games/duke/src/actors.cpp
2020-10-31 13:24:30 +01:00
Christoph Oelckers
41e1e9b51c
- ifhitbyweapon.
...
# Conflicts:
# source/games/duke/src/actors_d.cpp
# source/games/duke/src/actors_r.cpp
2020-10-31 13:19:26 +01:00
Christoph Oelckers
92c21e7259
- ifhitbyweapon cleanup.
...
Variables renamed and array accesses replaced with pointers in RR version.
2020-10-31 13:19:26 +01:00
Christoph Oelckers
28d0bc7477
- movecrane interface cleanup.
2020-10-31 13:19:26 +01:00
Christoph Oelckers
d95131cb4d
- actor iterators for movefx and its RRRA subfunction.
2020-10-31 13:19:25 +01:00
Christoph Oelckers
1a21e73cd9
- fixed bad collision state check in movesprite.
...
Fixes #147
2020-10-24 21:36:27 +02:00
Christoph Oelckers
9a6a98ada9
- RR: Picking up the crossbow should also enable the dynamite as a separate weapon.
2020-10-24 20:43:36 +02:00
Christoph Oelckers
acda4b7799
- fixed Duke's RPG explosion
...
Fixes #146
2020-10-24 19:44:10 +02:00
Christoph Oelckers
34e39dd221
- pass spawner as an actor pointer to 'lotsofstuff'.
...
Allows doing this without using sprite indices.
2020-10-24 09:36:35 +02:00
Christoph Oelckers
a5b3681630
- foundation for a better collision info management.
...
The way this is handled is the main reason why Build maps are size limited, but since it is extremely invasive it needs to be taken out of the game code piece by piece, this is the framework for doing this for Duke.
2020-10-24 09:31:15 +02:00
Christoph Oelckers
16e49ac1fd
- use pointer for sprite access in movesprite_r.
...
Bringing it in line with movesprite_d.
2020-10-24 09:20:45 +02:00
Christoph Oelckers
87e4c0fa7d
- experimented a bit with optimizing the spawn function's use.
2020-10-24 09:05:54 +02:00
Christoph Oelckers
9cdaaff42b
- migrated EGS and deletesprite to new actor interface.
...
Inline wrappers for old code exist.
The backupplayer inline was moved into player.cpp because that's the only place it gets used.
2020-10-21 19:14:41 +02:00
Christoph Oelckers
72329eb01b
- wackedbyactor, too.
2020-10-21 16:31:18 +02:00
Christoph Oelckers
7c88de0b42
- made player.actorsqu a pointer and added the needed infrastructure for that.
2020-10-21 16:31:17 +02:00
Christoph Oelckers
4d3135f4b8
- cleanup and consolidation of moveweapons_r.
2020-10-18 10:42:26 +02:00
Christoph Oelckers
08e29396e5
- split moveweapons_d further up into more smaller parts.
2020-10-18 09:45:41 +02:00
Christoph Oelckers
3d36381752
- converted all stat iterators outside sector*.cpp.
2020-10-15 01:34:28 +02:00
Christoph Oelckers
5c9b261823
- all sector iterators in actors_d.cpp, actors_r.cpp and actors_lava.cpp.
2020-10-15 01:34:27 +02:00
Christoph Oelckers
060b66b96b
- replaced all stat iterators in actors_r.cpp.
2020-10-15 01:34:27 +02:00
Christoph Oelckers
a3601e59ef
- rr_specialstats, rrra_specialstats and respawn_rrra.
...
(These look a lot better now. :) )
2020-10-15 01:34:26 +02:00
Christoph Oelckers
8ece66e55c
- use the new iterators in the movetransports functions.
...
Also prefer pointers over array access.
2020-10-15 01:34:24 +02:00
Mitchell Richters
fca846272e
- gamecontrol: Initial setup of PlayerAngle
struct and deployment within Duke.
...
* Struct made up of binangle class units.
* Create signed clone of binangle for use with look_ang and rotscrnang.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 23:13:29 +11:00
Mitchell Richters
f39939d114
- gamecontrol: Initial setup of PlayerHorizon
struct and deployment within Duke.
...
* Started with the most complicated game first.
* Struct made up of fixedhoriz class units.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 17:12:48 +11:00
Christoph Oelckers
57945d2baf
- eliminated a few overlooked 'long's.
2020-10-02 22:18:08 +02:00
Christoph Oelckers
f4fff5ee30
- moved sync structure into the playerstruct for easier maintenance.
2020-09-23 18:18:23 +02:00
Mitchell Richters
f806cdcec6
- Blood/Duke/RR/SW: Unify the player's angle/horizon helper functions.
2020-09-21 17:12:51 +10:00
Mitchell Richters
0ab3b33a6c
- Blood/Duke/RR/SW: Unify the player's horizon function.
...
* For Duke/SW, we continually apply `SB_CENTERVIEW` only if it was previously a toggled action, similar to Blood.
* For SW, we remove two SW-specific bits (`PF_LOCK_HORIZ` and `PF_LOOKING`) that are no longer needed.
* For Duke, we remove `return_to_center` and just use the `SB_CENTERVIEW` action bit as required.
* For `sethorizon()`, feature set and adjustment speeds are an averaged out accumulation across Duke/SW:
** GameTicRate is factored in for adjustment decisions to provide consistency for SW being the faster game.
** Adjustment amounts are half way between Duke/SW.
2020-09-20 20:01:36 +10:00
Mitchell Richters
ce82eaf899
- Duke/RR: Address weapon drawer interpolation concerns raised in #403 .
2020-09-16 21:01:09 +10:00
Christoph Oelckers
1f7bc6d69e
- interpolation fix from EDuke: "Patch from Striker to improve sprite interpolation"
...
Fixes #109
2020-09-11 22:54:52 +02:00
Christoph Oelckers
e5e8c02f1d
- WIP level transition refactored to a game independent event system.
2020-09-04 19:43:35 +02:00
Christoph Oelckers
b9e0f493b2
- transitioned the 5 primary action keys: Open, Jump, Crouch and Fire/AltFire.
2020-08-28 23:25:08 +02:00
Christoph Oelckers
37ea207d5a
- fixed another one of those stupidly badly designed iterator loops.
...
Fixes #176 .
2020-08-14 21:49:12 +02:00
Mitchell Richters
03bccb3a06
- functionalise significant portions of 0ee3ab4df8
.
2020-08-05 19:24:42 +10:00
Mitchell Richters
0ee3ab4df8
- revert most of e474ebc2b7
and adjust player's angle/horizon in a way that's compatible with cl_syncinput 0
and cl_syncinput 1
.
...
Previous attempts at leveraging `applylook()` and `sethorizon()` in different spots had pros and cons, but ultimately changing where these functions were called from was a net negative and had hard to diagnose issues.
Maintaining two types of player input is considerable work. Lessons have been learned and will be beneficial when it comes time to re-doing the other games. Ideas from PR #98 for optimising RRRA vehicle experience while `cl_syncinput 0` is in use have been implemented here.
2020-08-05 17:53:41 +10:00
Mitchell Richters
e474ebc2b7
- multiple input fixes for both games, and for both cl_syncinput 0
and cl_syncinput 1
modes.
...
* For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode.
* Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments.
* Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable.
* Removed `horizSkew` variable, can just use `horizAdjust` for this.
* Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively.
* Removed now unused `addang()` and `addhoriz()` setters from `player_struct`.
* Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions.
* Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`.
* Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1.
* Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1.
* Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342.
* Re-work returning to center to work off the true pitch code and always ensure that the player returns to center.
* Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 21:19:45 +10:00
Christoph Oelckers
76ba45ac8d
- fixed the reactor for good.
...
Fixes #70
2020-08-01 09:55:48 +02:00
Christoph Oelckers
a861126657
- fixed incorrect sprite being passed to reactor() function.
2020-07-29 20:59:32 +02:00
Christoph Oelckers
bd3b2bc5bf
- always align the "loogies" to a virtual 320x200 screen to render them consistently.
2020-07-29 20:04:57 +02:00
Christoph Oelckers
a0cc798c9c
- cleaned up the sound system interface to have consistent naming and no aliases.
2020-07-25 09:32:54 +02:00
Christoph Oelckers
d16d8f0d0e
- fixed issues reported by XCode
2020-07-23 17:02:59 +02:00
Christoph Oelckers
6227f9f7fd
- optimizations for better savegame performance.
2020-07-21 21:32:38 +02:00
Christoph Oelckers
7eb158bf72
- properly tabified everything.
2020-07-20 23:21:27 +02:00
Christoph Oelckers
06fa1391f5
- did some cleanup on the global variables.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
16efa87701
- started sorting variables in globals.h and removed player.h after cleaning it out.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
01fce31f43
- everything compiles again.
...
Still needs testing.
2020-07-07 20:27:21 +02:00
Christoph Oelckers
915b566612
- another safety commit.
2020-07-07 17:56:20 +02:00
Christoph Oelckers
dd45749650
- got rid of m_level_number and m_volume_number.
...
These were only needed so that G_NewGame_EnterLevel could be called without parameters. Ouch!
2020-07-07 10:17:02 +02:00
Christoph Oelckers
45f51b0c4b
-more header work.
2020-07-06 22:55:35 +02:00
Christoph Oelckers
83bcfcfd0c
- Big cleanup.
2020-07-06 22:53:20 +02:00
Christoph Oelckers
f2380f8829
- constant cleanup.
2020-07-06 13:26:26 +02:00
Christoph Oelckers
d13b2dc130
- got rid of the dynamic tilemap.
...
Most tile access is in game specific code, the remaining code only accesses 51 tiles
2020-07-03 23:56:14 +02:00
Christoph Oelckers
7253b4eb74
- added a serializer for the flamethrower's fire map.
2020-06-29 23:36:06 +02:00
Christoph Oelckers
2bd4173716
- renamed a few headers.
2020-06-24 21:21:02 +02:00
Christoph Oelckers
99067f3bd6
- a small bit more is gone.
2020-06-23 21:12:15 +02:00
Christoph Oelckers
603afdde87
- weapon draw code tested and old version removed.
...
# Conflicts:
# source/games/duke/src/zz_player.cpp
2020-06-22 00:06:27 +02:00
Christoph Oelckers
dbbc5e0790
- doincrements
...
# Conflicts:
# source/games/duke/src/zz_sbar.cpp
2020-06-21 23:46:26 +02:00
Christoph Oelckers
990cb2acb8
-'shoot' replaced.
...
# Conflicts:
# source/build/src/palette.cpp
2020-06-21 23:24:49 +02:00
Christoph Oelckers
f56a8360b0
- spawnglass functions and fta_sounds.
2020-06-21 23:23:21 +02:00
Christoph Oelckers
26f3bc1857
- spawn function transitioned.
2020-06-21 23:21:10 +02:00
Christoph Oelckers
693b15a556
- use 4 byte entries for the script.
...
We no longer store pointers in here.
2020-06-21 23:17:51 +02:00
Christoph Oelckers
cb1824ca25
- store script code in a dynamic array.
...
# Conflicts:
# source/games/duke/src/zz_game.cpp
2020-06-21 23:17:50 +02:00
Christoph Oelckers
6b2fdf24fd
- cleanup after removing EDukes's script code.
...
# Conflicts:
# source/games/duke/src/zz_game.cpp
# source/games/duke/src/zz_gameexec.cpp
2020-06-21 23:07:46 +02:00
Christoph Oelckers
b9deaba834
- all commands now get run by the original code.
2020-06-21 23:07:45 +02:00
Christoph Oelckers
cba4f0616b
- more
2020-06-21 23:07:45 +02:00
Christoph Oelckers
3651ab821e
- fall command, also some safety work for npt deleting sprites prematurely.
2020-06-21 23:07:44 +02:00
Christoph Oelckers
89ae407fd5
- a few more.
2020-06-21 23:07:44 +02:00
Christoph Oelckers
ae47264c78
- fix3
2020-06-21 23:07:43 +02:00
Christoph Oelckers
44b8053404
- inverted logic.
2020-06-21 23:07:43 +02:00
Christoph Oelckers
5c780e5c5f
- fixed mixed up tile numbers.
...
For consistency all shared numbers now use the TILE_ prefix.
2020-06-21 23:07:43 +02:00
Christoph Oelckers
1b135ecb0b
- step 1.
2020-06-21 23:07:42 +02:00
Christoph Oelckers
e1c76e4c26
- safety commit.
...
# Conflicts:
# source/games/duke/src/zz_sbar.cpp
2020-06-21 23:07:42 +02:00
Christoph Oelckers
e007b9bceb
- safety commit
2020-06-21 23:07:41 +02:00
Christoph Oelckers
15c744f3da
- movement code of the VM transitioned
2020-06-21 23:07:41 +02:00
Christoph Oelckers
c28ea5792a
- copyright
2020-06-21 22:59:09 +02:00
Christoph Oelckers
358d1a460f
- tabification of new sources and replacement of the CON instruction symbols.
...
# Conflicts:
# source/games/duke/src/zz_gamedef.cpp
2020-06-21 22:55:09 +02:00
Christoph Oelckers
8cc273955d
- moveeffectors, actors.c complete.
2020-06-21 22:38:04 +02:00
Christoph Oelckers
4c99eae4f6
- moveexplosions
2020-06-21 22:38:04 +02:00
Christoph Oelckers
242f78de13
- make moveactors work and RR weapon name cleanup.
...
# Conflicts:
# source/games/duke/src/sbar.cpp
2020-06-21 22:38:04 +02:00
Christoph Oelckers
7b75a0683a
moveactors plus backing code.
2020-06-21 22:37:29 +02:00
Christoph Oelckers
cfead10cc2
- movetransports.
2020-06-21 22:36:11 +02:00
Christoph Oelckers
63f45f57d8
- separated Duke and RR implementations because the more complex functions would become too messy otherwise.
2020-06-21 22:36:11 +02:00
Christoph Oelckers
bda3374f9b
- reshuffling stuff.
2020-06-21 22:36:10 +02:00