Christoph Oelckers
29322777dd
- adapt the animation init code for CON replaced actors and consolidated the two cases.
2023-04-30 08:46:51 +02:00
Christoph Oelckers
21a37d2c07
- added helpers needed to run CON replacement code.
...
* killit must exit to the top level right away. Use an exception for this.
* two new flags to make checking easier.
* do not export killit_flag to scripting.
2023-04-30 08:11:30 +02:00
Christoph Oelckers
960e58cdf2
- move the action default propeerties into FActorInfo
2023-04-30 08:07:10 +02:00
Christoph Oelckers
9d43729e8c
get rid of the killit_flag in the parse state.
...
Use the one in the actor instead.
2023-04-30 08:04:56 +02:00
Christoph Oelckers
47f9642294
- added compile time validation for SetAction, SetAI and SetMove.
...
the expression classes were deleted again, this can be done without them.
2023-04-29 10:09:36 +02:00
Christoph Oelckers
f1f1e54e04
- moved the remaining content of the flags* files directly into game.cpp
2023-04-29 09:59:54 +02:00
Christoph Oelckers
bfcceccc98
- consolidated checkhitdefault functions.
2023-04-29 09:58:42 +02:00
Christoph Oelckers
6fd4368592
- moved Duke/RR's tile name list to raze.pk3, now that internally it is not used anymore.
...
This way it can later also be used by editors.
2023-04-29 09:55:48 +02:00
Christoph Oelckers
44f4104eda
- got rid of the last tilenum uses in Duke.
...
This meant refactoring the crosshair drawer to work on a named texture called "CROSSHAIR" and hard coding the magic numbers for spawndebris.
2023-04-29 09:54:15 +02:00
Christoph Oelckers
bb08a118d9
- replaced the sprite precaching code with one that scans the actual content.
...
This will currently not do proper precacing for Duke, which requires actions to be defined as the ones from CON cannot be assigned to an actor.
2023-04-29 09:53:52 +02:00
Christoph Oelckers
83eb4852f7
- do not use literal tile numbers for initializing WW2GI's weapon gamevars.
...
Instead use the type numbers of the items to be spawned so it is derived from configurable data.
2023-04-29 09:51:51 +02:00
Mitchell Richters
312b649d93
- Duke: Pass HUD offsets to bike/moto drawers by const reference.
2023-04-29 09:19:09 +02:00
Christoph Oelckers
f278a29fad
- migrated all RR weapons to texture names.
2023-04-29 09:16:55 +02:00
Christoph Oelckers
5d4f137623
- migrated Duke's entire HUD weapon code to texture names.
2023-04-29 09:16:46 +02:00
Christoph Oelckers
d5f1a82f21
- Duke shotgun and chaingun handled.
2023-04-29 09:13:42 +02:00
Christoph Oelckers
1aa88bd201
- more HUD refactoring
2023-04-29 09:13:28 +02:00
Christoph Oelckers
8f61abdf75
- more HUD refactoring and fixed issues with badly named textures crashing the precacher.
2023-04-29 09:08:42 +02:00
Christoph Oelckers
8a331e226f
- handle cases where CON tries to spawn unknown actors.
...
It must fall back to spawning an inert sprite in these cases, not just fail.
2023-04-29 07:06:53 +02:00
Christoph Oelckers
34160a4354
- ported the scuba mask drawers to texture IDs.
...
These were also the last places in Duke using tileWidth and tileHeight.
2023-04-29 07:06:42 +02:00
Mitchell Richters
52ab0fae19
- Duke: Allow reversing while moving forwards to act as the brake.
...
* Much more intuitive for controllers.
2023-04-25 11:30:48 +10:00
Mitchell Richters
6d2e114dec
- Duke: Move moto tilt scaling into main tilt function, not within the draw code.
2023-04-25 08:37:38 +10:00
Mitchell Richters
fd1c3dffe8
- Duke: Allow view tilting for RRRA vehicles on separate CVAR.
...
* Tilts at the same angle as the HUD.
2023-04-24 23:20:14 +10:00
Mitchell Richters
918789705f
- Duke: Use the player's angle when adjusting vehicle's HUD rotation.
2023-04-24 22:44:22 +10:00
Mitchell Richters
6ac2af9f3c
- Duke: Convert RRRA's vehicle HUD tilting to a DAngle.
2023-04-24 22:17:37 +10:00
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
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
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
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
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
71d833f9ea
- Make Exhumed's new view tilting features accessible for all games.
2023-04-22 19:34:53 +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
Christoph Oelckers
07102fbd39
- fixed missing CANNONBALLS texture alias.
2023-04-16 21:47:06 +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