Commit graph

108 commits

Author SHA1 Message Date
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
0b3f18a903 - consolidated move functions. 2023-04-23 09:42:29 +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
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
cb8137c32b - consolidated shoot_d and shoot_r. 2023-04-16 16:53:52 +02:00
Christoph Oelckers
0a91a9a199 - route checkhitsprite fully through the virtual interface so that the player class can finally be exported. 2023-04-12 22:02:01 +02:00
Christoph Oelckers
980b3f257a - converted the final set of actor classes the native code needs to reference. 2023-04-07 13:15:06 +02:00
Christoph Oelckers
2ba204444c - merged the spawn init code now that all differences are externalized 2023-04-07 13:15:06 +02:00
Christoph Oelckers
8b04f42ab5 - exported several fire related actors. 2023-04-07 11:52:53 +02:00
Christoph Oelckers
551e0af58d - exported the egg, also marking it non-killcount. 2023-04-07 11:52:53 +02:00
Christoph Oelckers
8208c7fc0b - some texture name cleanup 2023-04-02 16:45:43 +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
673ea69d35 - scriptified a few more skeleton items needed by PicforName. 2023-04-02 13:00:13 +02:00
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
Christoph Oelckers
95a2b85fae - migrated the rest of the switch code to use the external data. 2022-12-29 13:35:21 +01:00
Christoph Oelckers
1a98f9b478 - Duke: change all checks for mirrors to texture IDs 2022-12-18 13:52:10 +01:00
Christoph Oelckers
a08db47528 - exported all breakable ceilings.
Very simple stuff with instant profit. :)
2022-12-11 19:43:58 +01:00
Christoph Oelckers
a63ee8079a - implemented customizable breakable walls and ported all hard coded variants to use this. 2022-12-11 19:43:57 +01:00
Christoph Oelckers
bdc474d04f - scriptified all remaining Duke actors with specific init code and no CON part. 2022-12-11 19:43:53 +01:00
Christoph Oelckers
be6ead173a - scriptified several smaller actors 2022-12-11 19:43:51 +01:00
Christoph Oelckers
e69772637c - define Duke's skies by name. 2022-12-11 19:43:50 +01:00
Christoph Oelckers
5358b3d98c - added a new sprite flag for those types which can trigger respawn actions. 2022-12-11 19:43:50 +01:00
Christoph Oelckers
15fb7dab35 - virtualized the 'shoot' interface and scriptified the bloodsplats to test it.
This calls virtual functions on the actor defaults now to allow writing specific shoot functions for subclasses.
2022-12-11 19:43:48 +01:00
Christoph Oelckers
9e29c3970d - generic destructibles 2022-12-11 19:43:45 +01:00
Christoph Oelckers
93ef4b34d7 - scriptified the guts spawning function. 2022-12-11 18:46:40 +01:00
Christoph Oelckers
1b3f551216 - use a flag for outer space textures. 2022-12-11 18:42:02 +01:00
Christoph Oelckers
c7cdf96a62 - exported two more settings to tile flags. 2022-12-11 18:42:02 +01:00
Mitchell Richters
098542de69 - Duke: Call movetransports() before processing any player movement.
* This simply works much better. In addition to being able to revert commits like `- Duke: Maintain x/y/z velocity when falling through a portal, such as E1L1's air duct.`, transitioning from above water to underwater and vice-versa is interpolated, smooth and seamless, something that I was unable to hack in without this change.
2022-11-30 09:53:51 +01:00
Christoph Oelckers
9fa2fb75cf - scriptified the respawn controller.
This also handles one special RRRA controller which was just easier to scriptify right away than temporarily work around it.
2022-11-20 11:58:19 +01:00
Christoph Oelckers
b106fb693a - scriptified OozFilter + Seenine
Also fixing the default handling for onHit.
2022-11-17 21:46:24 +01:00
Christoph Oelckers
d253468b22 - scriptified the scraps.
A Duke-ish mess of epic proportions.
2022-11-15 00:06:21 +01:00
Christoph Oelckers
5fea500f92 - flammable actors scriptified. 2022-11-14 16:31:45 +01:00
Christoph Oelckers
ac4be79e96 - implemented cl_weaponswitch for Duke. 2022-11-12 09:34:08 +01:00
Christoph Oelckers
5f44dcc262 - refactor animatesprites API 2022-10-22 12:09:54 +02:00
Mitchell Richters
f02035b15a - Eliminate __interpvaluef() and clean up Q16.16 smoothratio values where it made sense to do so. 2022-10-15 13:32:01 +02:00
Christoph Oelckers
3d29c8f3ad - floatified position in checkhitwall 2022-10-13 00:59:00 +02:00
Christoph Oelckers
9392e31b33 - remove C-style struct parameters. 2022-10-04 18:44:16 +02:00
Christoph Oelckers
4d423004e9 - unlimited the displayable sprites.
Now with Polymost gone this can finally be done properly.
2022-08-07 10:25:15 +02:00
Christoph Oelckers
8487d693f5 - flags for the bolts. 2022-01-27 01:05:12 +01:00
Christoph Oelckers
82898e42a6 - fix the camera.
- camera flag added
2022-01-27 01:05:12 +01:00
Christoph Oelckers
3d0c794224 - two more flags for LASERLINE. 2022-01-27 00:46:24 +01:00
Christoph Oelckers
fc94fb9651 - replaced checktimetosleep with a flag. 2022-01-27 00:42:07 +01:00
Christoph Oelckers
e42fc5e743 - use the newly added flag to consolidate ifhitsector. 2022-01-02 12:27:36 +01:00
Christoph Oelckers
eaff9e359f - refactored the owner index in tspritetype.
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.
2021-12-26 23:09:53 +01:00
Christoph Oelckers
3bd1272e08 - sectnum removal step 2021-12-25 21:28:56 +01:00
Christoph Oelckers
d5a6be3d96 - cleaned up Duke's spawn code.
The paths for initializing a map placed sprite and spawning a new actor at run time are now fully separate aside from the actual initialization of the actor.
2021-11-29 00:56:31 +01:00
Christoph Oelckers
876d1dbe1f - operatesectors and activatebysector. 2021-11-29 00:56:29 +01:00