Commit graph

20889 commits

Author SHA1 Message Date
Christoph Oelckers
8adc32c6c9 -fixed: tilenum 0 is a valid image for flat and wall sprites.
It's only invalid for face sprites.
2023-06-05 23:35:24 +02:00
Christoph Oelckers
3f630c5cb6 - fixed some item issues in RR.
* RedneckPowderKeg was missing its Initialize function and did not clamp its movement velocity.
* RedneckTikiLamp inherited from the wrong base class.
2023-06-04 11:37:10 +02:00
Christoph Oelckers
fcb8e7614f - new names and SWActor properties.
Not used yet
2023-06-03 10:16:48 +02:00
Christoph Oelckers
b2af4c0957 - Duke: fixed handling for when a slimer's target gets destroyed after eating it.
temp_data[0] was renamed to counter some time ago, but this place seems to have missed this somehow so the slimer got stuck in the 'eating' state.
2023-06-03 10:16:18 +02:00
Christoph Oelckers
61bc698029 - sprite init code. 2023-06-01 22:08:42 +02:00
Christoph Oelckers
b31e8dd8b4 - some initial preparations for exporting SW's actors. 2023-06-01 22:07:47 +02:00
Christoph Oelckers
d74c2ba52f - added a few texture names for picnum literals. 2023-05-31 21:53:14 +02:00
Christoph Oelckers
d7a00b76f1 - added extensions to texnames parser to handle fully rotated sprite animations in one line
Also define all sprites for Shadow Warrior.
2023-05-30 22:32:58 +02:00
Christoph Oelckers
54335f7215 - got rid of the tilenum variant of hud_drawsprite. 2023-05-30 19:08:26 +02:00
Christoph Oelckers
0b158dbdd0 - Blood: use texture IDs in drawElements. 2023-05-30 19:05:33 +02:00
Christoph Oelckers
117874bb72 - Blood: fixed bad scaling in viewBurnTime. 2023-05-30 18:57:44 +02:00
Christoph Oelckers
af4189c2a1 - RR: fixed shotgun HUD placement
This original code is technically dead wrong - it just works by happenstance.
2023-05-30 18:26:05 +02:00
Christoph Oelckers
0d3e5e68d1 - RR: fixed bad texture names for HUD pistol 2023-05-30 18:13:59 +02:00
Christoph Oelckers
8850f4caa2 - RR: the sawblade projectile was missing its shootThis function.
This is mostly a stripped down version of the RPG's - this stuff really needs to be cleaned up later.
2023-05-30 17:31:23 +02:00
Christoph Oelckers
f8de8eb7a3 - Duke: fixed bad range check in tripbomb drawer. 2023-05-30 17:18:31 +02:00
Christoph Oelckers
517b77bfdc - RR: spawn the correct player class. 2023-05-30 00:11:49 +02:00
Christoph Oelckers
27d17bc413 - moving around some constants. 2023-05-29 22:16:23 +02:00
Christoph Oelckers
a2f0bfb073 - clean out digi.h
It's only the enum now - all the rest is externally defined.
2023-05-29 22:16:22 +02:00
Christoph Oelckers
d163e67a36 - named all breakable sprites. 2023-05-29 22:16:11 +02:00
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