Commit graph

6483 commits

Author SHA1 Message Date
Christoph Oelckers
ad0bff921b - allow setting Duke's relevant sound properties through SNDINFO. 2023-01-15 11:54:24 +01:00
Christoph Oelckers
8001c4041f - Duke: fixed hitscan vector for pistol's aim check. 2023-01-14 16:48:28 +01:00
Christoph Oelckers
97f14c0e0e - Duke: fixed projectile offsetting for BOSS2 and BOSS3 2023-01-14 11:53:13 +01:00
Mitchell Richters
62c6131901 - Duke: Make screen backdrop setup the same as the other games. 2023-01-13 11:06:42 +11:00
Mitchell Richters
7f1add4786 - Exhumed: Remove unused local variable left over from 087aa7b2ee. 2023-01-13 10:34:31 +11:00
Mitchell Richters
c7d2a64af0 - Blood: Use nullAngle in one place. 2023-01-13 09:03:02 +11:00
Mitchell Richters
8ef7e0e4f3 - Duke: Only draw the screen border when the viewport isn't 100%. 2023-01-13 08:56:12 +11:00
Mitchell Richters
087aa7b2ee - Exhumed: Tidy up DrawMap() entrypoint. 2023-01-12 18:59:32 +11:00
Mitchell Richters
c606fc11da - Add call to resetForcedSyncInput() for all games.
* Blood was missing it.
* If it's pre-added to all games, it never needs thinking about.
2023-01-12 18:59:32 +11:00
Christoph Oelckers
b7799a5a3c - fix kill counter in Blood (for real this time.) 2023-01-08 20:12:28 +01:00
Christoph Oelckers
d7d4bfe04b - Blood: use a 3D unit vector to set Blood's projectile velocity. 2023-01-08 19:16:58 +01:00
Christoph Oelckers
532f994ccb - RR: stop the bowling pins' tumbling animation when they come to a rest.
Fixes an original RR bug.
2023-01-08 18:46:42 +01:00
Christoph Oelckers
ff33dd7188 - Duke: fixed bad surface check.
Surfaces are not bit flags, they are values.
2023-01-08 18:32:38 +01:00
Mitchell Richters
4f8909db96 - SW: Don't interpolate the player's sprite in InterpSectorSprites(), it's interpolated elsewhere.
* Fixes #845.
2023-01-08 23:25:45 +11:00
Mitchell Richters
3271c2011e - SW: Tune shadow drawing code so that it by default uses the sector's interpolated floorz when possible.
* Partially addresses #845.
2023-01-08 23:03:59 +11:00
Christoph Oelckers
7262184d53 - SW: account for invalid player actors being passed to the sound engine. 2023-01-08 12:41:34 +01:00
Mitchell Richters
1f489d5dbe - SW: Don't back up the actor's Z after changing it in KeepActorOnFloor().
* This seems completely wrong and kills Z interpolation on slopes, vators, etc.
* Thanks Graf 😁
* Fixes #844.
* Partially addresses #845.
2023-01-08 22:24:17 +11:00
Christoph Oelckers
1e3a285534 - Duke: fixed access card activation delay. 2023-01-08 10:34:14 +01:00
Mitchell Richters
165afbbfa9 - SW: Restore lost SetAngleFromChange(actor) call from previous commit. 2023-01-07 22:49:22 +11:00
Christoph Oelckers
ae6af08cf1 - SW: cleaned up SlopeBounce and fixed some bad math. 2023-01-07 12:23:29 +01:00
Christoph Oelckers
2e35d6a6a8 - Exhumed: account for rounding errors in MoveSectorSprites
The formula here left no margin for error and minor rounding errors are inevitable with this code.
2023-01-07 10:45:15 +01:00
Christoph Oelckers
7cf13ed158 - fixed bad angle math in cl_showweapon handler. 2023-01-06 17:22:21 +01:00
Mitchell Richters
9a27cf025f - Duke: Fix bad setup for stopping Duke's scream when putting the jetpack on. 2023-01-06 22:17:14 +11:00
Mitchell Richters
5e2991acc7 - Duke: Additional fixes for alterang().
- Initial issue started in 3c1970e9e0.
- Fix in 4f59e8a3d1 was partial and not enough.
- Ensure delta angle is absolute in if statements as required, but don't use absangle as we need to apply the true delta in the last conditional.
- Fix incorrect random angle addition as compared to older source.
- Fixes #735.
2023-01-06 21:39:55 +11:00
Mitchell Richters
1d0e9b369e - Blood: Fix bad spawned actor angle for actFireMissile().
* Originating from a8cc6c1189.
* Fixes #837.
2023-01-06 17:55:40 +11:00
Mitchell Richters
1438bb5e80 - Blood: Ensure actor's XY pos is updated before calling Z slope utils.
* Originates from efc832ca5c.
* Fixes #833.
2023-01-06 17:08:56 +11:00
Mitchell Richters
f69bfe4959 - SW: Remove leftover debug prints from previous commit. 2023-01-06 12:10:19 +11:00
Christoph Oelckers
32ce8a97bf - SW: do not double interpolate sectors that are both part of a sector object but also have a global interpolation attached.
In this case the SO interpolation must be skipped. The only use case for this combination is sine-wave animated water.
2023-01-05 19:26:42 +01:00
Mitchell Richters
179ec32d5f - SW: Fix automap sprite angle which was not right with unsynchronised input. 2023-01-05 21:00:32 +11:00
Mitchell Richters
ba364a1cb6 - Duke: Fix automap sprite angle which was not right with unsynchronised input. 2023-01-05 21:00:31 +11:00
Mitchell Richters
676cdba259 - Blood: Adjust VDoorBusy() setup from e133985fa0.
* Changes to case 3 while visibly different, actually equates to the same algorithm for case 0.
* Revert case 3 back to original condition and send through 0 to `ZTranslateSector()` in `VDoorBusy()` if its 3 and we're not vanilla.
2023-01-05 20:59:14 +11:00
Mitchell Richters
a93342df85 - Duke: Only store one VMValue member on the stack in CallInitialize(). 2023-01-05 20:56:04 +11:00
Christoph Oelckers
220c1f0e76 - make sure the RPG's start spund plays.
This fix is just a temporary workaround due to the incomplete scriptfication
2023-01-04 20:20:10 +01:00
Mitchell Richters
a36cb45421 - Blood: Add VanillaMode() test to previous commit. 2023-01-03 09:01:37 +11:00
Mitchell Richters
e133985fa0 - Blood: Adjust sine wave in GetWaveValue for 4th type to use full curve of the wave.
* Initial setup would cause a very abrupt stop when coming to the top of an elevator, such as the one in E1M5.
* This would continue for an abrupt fall, causing the floor to essentially give out underneath the player or a dude actor.
* Lengthened wave allows the wave to start off softly and finish softly, with the elevator fastest in the middle of motion.
* Fixes #778.
2023-01-02 23:42:37 +11:00
Mitchell Richters
95f05d51c5 - Blood: Increase precision of values used within GetWaveValue(). 2023-01-02 23:26:54 +11:00
Mitchell Richters
30cacb1a70 - Blood: Fix bad cherry pick in bcd2d82bc7. 2023-01-02 19:33:51 +11:00
bcd2d82bc7 - Blood: Allow fire button to be used for tnt/spray throw
Prevent alt fire blocking fire button for tnt/spray can throwing

* Advised of fix to Raze here: https://github.com/nukeykt/NBlood/pull/654#issuecomment-1253886969
* Fixes #671.
2023-01-02 19:24:38 +11:00
Mitchell Richters
c5f27f28b7 - SW: Tidy up the player sprite pos variable a little. 2023-01-02 17:06:01 +11:00
Mitchell Richters
577099284f - SW: Increment PlayClock at the end of the tic, not at the start. 2023-01-02 16:49:02 +11:00
Mitchell Richters
deef767c5d - Blood: Fix some nullptr issues in checkHit() and checkFloorHit().
* Fixes #834.
2023-01-02 15:02:57 +11:00
Mitchell Richters
b03d674a74 - SW: Fix tank track velocity.
* Originating from 8efe6f638b.
* Velocity was correctly floatified initially but because it was unwrapped, it never got adjusted for Q28.4 later on.
2023-01-02 14:41:43 +11:00
Mitchell Richters
56d9ccfc9c - SW: Fix tank tracks not working.
* Originating from 0c146e7ccb.
2023-01-02 14:39:43 +11:00
Mitchell Richters
7760eff4ba - SW: Fix issue with RC tank in $seabase.
* Originated from 8efe6f638b.
* I'm sure this was meant to be 0.05, but became 0.5 by mistake.
* Use something closer to `12800. / 262144.`.
* Fixes #831.
2023-01-02 14:36:55 +11:00
Mitchell Richters
f431d51c2f - SW: Add inertia correction to PlayerWarpUpdatePos().
* Warping between sectors such as the clouds in $volcano now maintains perfect velocity, etc.
2023-01-02 11:53:10 +11:00
Mitchell Richters
ac13bd81af - Fix bad Z test in WarpPlane().
* Originates from incomplete change in 7eba7aacbd.
* Fixes #832.
2023-01-02 11:00:47 +11:00
Christoph Oelckers
c72f5e2242 - SW: SECT_WALL_MOVE must consider tilenum 0 as 'no change'. 2022-12-29 14:40:18 +01:00
Christoph Oelckers
d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Christoph Oelckers
f5e9e7d981 - got rid of most remaining references to wallpicnum and overpicnum.
What remains now needs changing the variables to texture IDs first.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
90702ae2f5 - consolidated the animwall code by using texture flags.
This is way too hacky for generalization. For that newly defined control actors are surely a better option.
2022-12-29 14:14:53 +01:00