Commit graph

16376 commits

Author SHA1 Message Date
Mitch Richters
10e28b8a53 - SW: Add nullptr check inside ActorTrackDecide() for walltype's nextSector() to prevent crashes while noclipping through level. 2021-12-26 23:09:49 +01:00
Mitch Richters
5085dcd866 - SW: Add nullptr check inside DoPlayerHorizon() for canslopetilt to prevent crashes while noclipping through level. 2021-12-26 23:09:49 +01:00
Christoph Oelckers
e223466f4a - removed Interp_Sprite_Z.
This was redundant and interfered with the reworked automatic sprite interpolation.
2021-12-26 23:09:49 +01:00
Christoph Oelckers
2654a19cfd - got rid of setspritez(x) and moved the implementation to SetActor(Z) without referencing the sprite array. 2021-12-26 23:09:49 +01:00
Christoph Oelckers
6773fa2189 - removed unused InitLists function.
# Conflicts:
#	source/build/src/engine.cpp
2021-12-26 23:09:49 +01:00
Christoph Oelckers
58cd933d74 - pass sprite array to map hack parser as parameter.
This will later allow it to work on temporaries.
2021-12-26 23:09:49 +01:00
Christoph Oelckers
5dfc79bdbe - MarkSectorSeen 2021-12-26 23:09:48 +01:00
Christoph Oelckers
f9b1164747 - use point2Wall wherever possible. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
83cf2f3baf -more index stuff. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
ee1b574830 - engine stuff 2021-12-26 23:09:48 +01:00
Christoph Oelckers
b663b8ea26 - wallptr reduction. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
eb0f91e26b - pass sector pointer to render_camtex. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
a22634f228 - sectnum reduction. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
4c13f24357 - rename FBunch's sectnum because it complicated searching for other stuff. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
ed659df9d8 - pass sector pointer to Polymost's SectorVisibility function. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
34373e9c70 - fixed use of wrong indexing function. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
73243f95bb - make Blood's burn source a pointer. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
3a44f168e0 - Blood: Fix DeleteSprite 2021-12-26 23:09:46 +01:00
Christoph Oelckers
9213eae606 - deleted unused functions. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
a59173ac31 - SW: fixed DeleteNoSoundOwner still checking for sprites as sound origins. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
0a9792ac28 - adapted SW's sound system to actors. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
221d9fe28e - adapted Duke's and Exhumed's sound code to directly work with actors.
This was already wrapped so all that needed to be done was removing the wrapper.
2021-12-26 23:09:46 +01:00
Christoph Oelckers
97b19a5cb1 - adapted Blood's sound engine to using actors.
Note: Savegames won't work on this commit for the other games!
2021-12-26 23:09:45 +01:00
Christoph Oelckers
75b36cbd1c - Duke: made player.i a real pointer
How could I overlook this one.
2021-12-26 23:09:45 +01:00
Christoph Oelckers
d33ae89c4a - minor backend cleanup. 2021-12-26 23:09:45 +01:00
Christoph Oelckers
befc4572e9 - minimal backend array removal. 2021-12-26 23:09:45 +01:00
Christoph Oelckers
6cecd85cf6 - removed the deprecated interfaces from coreactor.h 2021-12-26 23:09:44 +01:00
Christoph Oelckers
b7a5ea8ef6 - moved some common utilities into the backend. 2021-12-26 23:09:44 +01:00
Christoph Oelckers
bbb860ccf3 - consolidate the iterators in the backend.
Using a template class that can adapt to the game specific types.
2021-12-26 23:09:44 +01:00
Christoph Oelckers
12f6b05cbe - use access functions, all done by search & replace. 2021-12-26 23:09:44 +01:00
Christoph Oelckers
6748a39c8f - deprecate the sector index variant of pushmove 2021-12-26 23:09:43 +01:00
Christoph Oelckers
2aefe4398b - sector[tspr->sectnum] globally replaced. 2021-12-26 23:09:43 +01:00
Christoph Oelckers
02ef323086 - SW: handle getzrangepoint 2021-12-26 23:09:43 +01:00
Christoph Oelckers
53be5d1622 - use a sector pointer in FAFgetzrange. 2021-12-26 23:09:43 +01:00
Christoph Oelckers
70d7e81f4f - adapted getzrange to the new interface.
This was mainly removing game side solutions in favor of a common one in the backend.
2021-12-26 23:09:42 +01:00
Christoph Oelckers
729076b79d - adapted neartag in SW and Exhumed. 2021-12-26 23:09:42 +01:00
Christoph Oelckers
91e2391911 - adapted neartag in Duke. 2021-12-26 23:09:42 +01:00
Christoph Oelckers
1840ab0d05 - deal with a few ->sectnum's in SW. 2021-12-26 23:09:42 +01:00
Christoph Oelckers
321608e5ac - made cursectnum et. al. real pointers. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
f19f656dd9 - deal with SW's Warp functions. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
10d0ea29ce - renamed some sectnum variables. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
ef6bc9db56 - do the remaining clipmove calls. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
bdbb3b4004 - handled the main actor movement functions. 2021-12-26 23:09:40 +01:00
Christoph Oelckers
afd05add96 - adapted several clipmove calls in SW. 2021-12-26 23:09:40 +01:00
Christoph Oelckers
c0b0b00f96 fixed collision access. 2021-12-26 23:09:09 +01:00
Christoph Oelckers
30f36e4871 - use backend's collision struct in SW. 2021-12-26 23:08:58 +01:00
Christoph Oelckers
b3bbf8932e - same procedure for Exhumed. 2021-12-26 23:08:58 +01:00
Christoph Oelckers
8ce34c7772 - use refactored Collision struct and clipmove in Blood, too. 2021-12-26 23:08:57 +01:00
Christoph Oelckers
4788c7ba5e - made Collision derive from a common base class and refactored clipmove to a single engine-side entry point.
Done for Doom so far.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
96b9572905 - moved parts of the HitInfo subclasses into the backend.
All the game code now needs to do is a single 'using' statement.
2021-12-26 23:08:57 +01:00