Christoph Oelckers
1bace1d508
- use texture IDs in the spawn records.
2023-04-23 17:33:50 +02:00
Christoph Oelckers
4692cc55f7
- cleaned up checkhitdefault
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Only required 4 new flags plus one property...
2023-04-23 17:33:36 +02:00
Christoph Oelckers
fc0c8e0787
- NOHITJIBS flag.
2023-04-23 10:45:44 +02:00
Christoph Oelckers
a6600c200f
- a lot of simple picnum or TILE_* replacements.
2023-04-23 10:45:43 +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
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
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
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
da0b429751
- migrated attackertype to class objects.
2023-04-09 09:46:09 +02:00
Christoph Oelckers
ae4ef6401c
- use the actual actor flags.
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Not fully working yet...
2023-04-09 09:45:42 +02:00
Christoph Oelckers
ce00183707
- scriptified PlayerOnWater.
2023-04-07 12:17:56 +02:00
Christoph Oelckers
d064706f93
- got rid of wallpicnum and overpicnum.
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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.
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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
0c0199fbdc
- same procedure for wall switches
2022-12-29 13:33:02 +01:00
Christoph Oelckers
d9122a0482
- split out the sprite switch toggle handler into a common subfunction using the switch definitions.
2022-12-29 13:33:02 +01:00
Christoph Oelckers
4191a9493a
- split RRRA's tag10000specialswitch into a subfunction.
...
Unfortunately I have no idea where this gets used so it's untested for now.
2022-12-29 13:33:02 +01:00
Christoph Oelckers
564e9d2905
- use switch types to cut doen the first switch/case block in checkhitswitch
2022-12-29 13:33:01 +01:00
Christoph Oelckers
2386ea9930
- implemented the 3 special switches
...
That's the developer commentary icon in World Tour, the deactivation switch for the chicken processing plant in RR and one shootable alarm bell in RRRA.
2022-12-29 13:32:30 +01:00
Christoph Oelckers
0d9fe83cba
- implemented the switch parser and set up the external definitions.
2022-12-29 13:32:29 +01:00
Mitchell Richters
22f5c69b4c
- Duke: Fix bad checkaccessswitch_*()
calls.
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* Fixes #815 .
2022-12-29 22:45:36 +11:00
Christoph Oelckers
ffb471666d
- moved the access switch handlers out of checkhitswitch_*.
2022-12-18 15:08:27 +01:00
Christoph Oelckers
1a98f9b478
- Duke: change all checks for mirrors to texture IDs
2022-12-18 13:52:10 +01:00
Christoph Oelckers
6848af9b6c
- use texture IDs in Duke's texture flag checkers.
2022-12-18 13:42:28 +01:00
Christoph Oelckers
ede5b017ab
- renamed walltype::picnum to wallpicnum for easier searching.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
a08db47528
- exported all breakable ceilings.
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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
0df5be7ad0
- also renamed all RR tile names.
2022-12-11 19:43:57 +01:00
Christoph Oelckers
9e3318a2fb
- moved spawnclasses and breakwall definitions from .def to RMAPINFO.
...
.def is not the right place for this - it needs to run very early in the process, before scripted actors are loaded, so doing this stuff there means that half the initialization has to be postponed and error reporting is sub-par.
These are now part of RMAPINFO which gets parsed as one of the very last things - it is also where GZDoom is doing some of these things.
The better error reporting also allowed fixing some errors in these definitions.
2022-12-11 19:43:57 +01:00
Christoph Oelckers
c1a09196f0
- implemented breakable walls with external definitions.
...
The scripted case does not work yet due to bad loading order of files.
2022-12-11 19:43:57 +01:00
Christoph Oelckers
6fb263d61b
- converted the two last non-CON-based active items - RRRA's empty bike and boat.
2022-12-11 19:43:54 +01:00
Christoph Oelckers
9641d3f712
- scriptified two of RRRA's special effects.
2022-12-11 19:43:54 +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
c9628db264
- scriptified the toilet.
2022-12-11 19:43:53 +01:00
Christoph Oelckers
d83e203b8d
- renamed a few RR sprites plus one associated global variable.
2022-12-11 19:43:53 +01:00
Christoph Oelckers
e5ac32e329
- scriptified the remaining RR destructibles.
2022-12-11 19:43:53 +01:00
Christoph Oelckers
15bee4ca6a
- scriptified the remaining Duke destructibles, except the toilets.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
e6c466fcba
- scriptified several of Duke's destructible items.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
066c4c88b2
- scriptified the two final special stat items from RRRA.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
5a155730b4
- scriptified RR's bowling stuff.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
9ad8f67ce9
- added isEffector inline and exported NATURALLIGHTNING which got a bit in the way.
2022-12-11 19:43:52 +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
4397e65443
- cleaned up the generic destructible code and used it for several more things.
2022-12-11 19:43:50 +01:00
Christoph Oelckers
403141807f
- scriptified all simple and explosive RR projectiles.
2022-12-11 19:43:49 +01:00
Christoph Oelckers
fcd05e38c9
- scriptified the freezer projectile.
2022-12-11 19:43:49 +01:00
Christoph Oelckers
44fa420387
- added a few new flags and renamed some sprites.
...
All this is preparations for scriptifying the projectiles.
2022-12-11 19:43:48 +01:00