Christoph Oelckers
8208c7fc0b
- some texture name cleanup
2023-04-02 16:45:43 +02:00
Johan Mattsson
cebab8f85d
Small fixes ( #910 )
...
* Fix potential index out of bounds
* Fix potential index out of bounds
* Use 'MAXGEOSECTORS' instead of magic constant
2023-04-02 22:10:57 +10:00
Christoph Oelckers
52ea497b50
- fixed lotsofstuff VM export.
2023-04-02 13:19:35 +02:00
Christoph Oelckers
30d066cee9
- added script exports for Duke's bosses.
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This allows removing a few hack checks.
2023-04-02 13:13:45 +02:00
Christoph Oelckers
26c8e948f7
deleted debug code
2023-04-02 13:13:45 +02:00
Christoph Oelckers
7f240a0a7a
- converted all remaining classes used by PicForName.
...
This means all functions using this can now pass class pointers directly to the native code.
2023-04-02 13:13:45 +02:00
Christoph Oelckers
c9888ae6cb
- exported several RR enemies/animals needed for the UFO spawner.
2023-04-02 13:13:06 +02:00
Christoph Oelckers
9b96f8312a
- pig cop converted
2023-04-02 13:13:06 +02:00
Christoph Oelckers
bc50f596e8
- exported two more classes used by PicForName.
2023-04-02 13:10:34 +02:00
Christoph Oelckers
7b4d5eb26d
- scriptified SHRINKEREXPLOSION and WATERBUBBLE.
2023-04-02 13:10:26 +02:00
Christoph Oelckers
673ea69d35
- scriptified a few more skeleton items needed by PicforName.
2023-04-02 13:00:13 +02:00
Christoph Oelckers
ccc048136f
- exported TOILETWATER, BURNING and EXPLOSION2.
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All types needed for cleaning up PicForName
2023-04-02 13:00:13 +02:00
Christoph Oelckers
e0bd038391
- scriptified the native parts of TRANSPORTERSTAR and TRANSPORTERBEAM
2023-04-02 13:00:13 +02:00
Mitchell Richters
2c6d8b50ea
- Exhumed: Tidy up bubbles.cpp.
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* Extend `BuildBubbles()` to use the actual player's angle for if we ever get multiplayer going.
2023-04-02 19:56:54 +10:00
Mitchell Richters
4c11fb1b2a
- Exhumed: Tidy up remainder of anubis.cpp.
2023-04-02 19:56:54 +10:00
Mitchell Richters
754d27a8f0
- Exhumed: Tidy up AIAnubis::Tick()
.
2023-04-02 19:56:54 +10:00
Mitchell Richters
8d48252f1a
- Exhumed: Backup actor location in BuildAnubis()
.
2023-04-02 19:56:54 +10:00
Mitchell Richters
b10b909440
- Exhumed: Rename last argument in seq_MoveSequence()
to nFrame
.
2023-04-02 19:56:53 +10:00
Mitchell Richters
cf63d1ab74
- Exhumed: Tidy up remainder of anims.cpp.
2023-04-02 19:56:53 +10:00
Mitchell Richters
a2bd2b17a2
- Exhumed: Tidy up BuildAnim()
.
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* Also rename two rather unnamed args to something more appropriate.
2023-04-02 19:56:53 +10:00
Mitchell Richters
b5d4bc8573
- Exhumed: Tidy up 2d.cpp.
2023-04-02 19:56:53 +10:00
Mitchell Richters
10445635cf
- Tidy up autosaving for all the games.
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* There's not really any reason to need the game's world to tic once, it's already fully loaded during the `gi->NewGame()`/`gi->NextLevel()` calls.
2023-04-02 19:56:52 +10:00
Mitchell Richters
0052ae4172
- Duke: Ensure we backup player angles and not just pos when loading a save.
2023-04-02 19:51:12 +10:00
Mitchell Richters
bcbebc5c1a
- Blood: Fix potential null actor access in gi->CanSave()
.
2023-04-02 19:51:12 +10:00
Mitchell Richters
9dfb805b38
- Duke: Fix potential null actor access in gi->CanSave()
.
2023-04-02 19:51:12 +10:00
Mitchell Richters
7217ce6ff9
- Duke: Ensure hard landing check is done after pitch keys.
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* Oversight from e9a5f745fc
.
2023-04-02 19:51:12 +10:00
Mitchell Richters
272dfa762d
- Remove backend crouch toggle solution redeploy with Duke/Exhumed/Blood using new ESyncBit
bit.
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* I tried to make this work in 2020 but its been nothing but headache. It's something for the game to control via a flag, not the backend to determine.
* For SW, this restores its original implementation.
2023-04-02 18:32:40 +10:00
Mitchell Richters
43febd5aa1
- Stop passing inputBuffer
around within gameinput.cpp since everything's local now.
2023-04-02 18:32:38 +10:00
Mitchell Richters
359371527b
- Move Duke's vehicle input processor into gameinput.cpp
.
2023-04-02 18:32:36 +10:00
Mitchell Richters
563c79322d
- Duke: Make vehicle input code work generically for possible reusage.
2023-04-02 18:25:04 +10:00
Mitchell Richters
5e153d6404
- Duke: Merge vehicle input code into one function.
2023-04-02 18:24:05 +10:00
Mitchell Richters
03eb105df1
- Duke: Move RRRA vehicle tilting out of the input code and into the playsim.
2023-04-02 18:24:05 +10:00
Mitchell Richters
46b5977a6a
- Recover two ESyncBit
values for other uses.
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* By masking aiming+centering, we have look bits :)
2023-04-02 18:24:05 +10:00
Christoph Oelckers
5f3065d9f1
- Duke: fixed weapon spread with non-pistol hitscan weapons.
2023-04-01 09:49:22 +02:00
Mitchell Richters
86711f666b
- Exhumed: Tidy up StartDeathSeq()
.
2023-03-29 19:41:05 +11:00
Mitchell Richters
3e4dd94fe5
- Exhumed: Tidy up a bunch of small player functions.
2023-03-29 19:40:42 +11:00
Mitchell Richters
0467b02393
- Exhumed: Mark all player static arrays as const.
2023-03-29 19:39:54 +11:00
Mitchell Richters
7feb5a9a9b
Revert "- Duke: Temporary workaround for last commit so the player returns to centre on level load."
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This reverts commit 2b22e49a9b
.
* It's no longer needed with 06dd971291
.
2023-03-29 13:20:55 +11:00
Mitchell Richters
7caec5fa69
- Clean out where inputState.ClearAllInput()
is called.
...
* We can do this from just a few places and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:05:49 +11:00
Mitchell Richters
d665037075
- Clean out where Net_ClearFifo()
is called.
...
* We can do this from one place and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:04:38 +11:00
Mitchell Richters
96055fbc03
- Clean out all games setting gameaction = ga_level
and do it centrally.
2023-03-29 03:10:16 +11:00
Mitchell Richters
9618ba1e78
- Don't serialise player angles twice.
2023-03-28 09:15:58 +11:00
Mitchell Richters
72be2623c3
- Exhumed: Remove useless sectortype
extern pointer.
2023-03-28 08:51:51 +11:00
Mitchell Richters
c6a53265eb
- Exhumed: Misc tidy-ups.
...
* The setting of `Player::bIsFiring` needs to be done before setting a new weapon.
* Tidy up some weird reverse engineering `while (1)` loop which GDX doesn't do.
2023-03-28 08:45:14 +11:00
Mitchell Richters
42d791e7c2
- Exhumed: Fix clip calculation setup.
...
* Since game maintains its own clip capacities, we need to use them instead of the generic handler for the games that do not.
* Clean up the game-side code in `CheckClip()` to use `min()`.
* Repair issue with pistol clip calculation that was using modulo when it shouldn't. A full weapon with 300 will divide into 6 with no remainder, therefore nothing in the clip.
* Fixes #906 .
2023-03-27 22:05:35 +11:00
Mitchell Richters
79745668a6
- Exhumed: Take advantage of getWrappedIndex()
in updatePlayerInventory()
as well.
2023-03-27 18:47:30 +11:00
Mitchell Richters
1ed655e0e7
- Exhumed: Further clean up updatePlayerWeapon()
.
...
* Rename a few variables for better clarity as to what's going on.
* Add new inline to the backend `getWrappedIndex()` that properly wraps around negative values based on the supplied maximum using modulo.
* Directly set the weapon when doing the next/prev tests to avoid unnecessary tests to see whether the player has the weapon or not.
2023-03-27 18:47:05 +11:00
Mitchell Richters
ebedf46434
- Exhumed: Reset view pitch back to 0 when doing Ramses, using game's formula.
...
* Ensure's a smooth return to 0 so the player's actual pitch can be targeted towards Ramses.
* In situations where the player had their view pitch changed in the ticker, this would have never reset.
2023-03-27 18:08:56 +11:00
Mitchell Richters
0594a5cb91
- Exhumed: Properly repair height test after reviewing GDX.
...
* The code in this game is so much tidier to understand what's what...
2023-03-27 18:08:55 +11:00
Mitchell Richters
bd8b033120
- Exhumed: Logic fixes to some underwater tests following review of GDX.
...
* Necessitated a little bit of rearranging in the player ticker but the grouping of all inputs into one function makes sense.
2023-03-27 18:08:55 +11:00