Christoph Oelckers
67e807de26
- exported the tile flag setters to .def.
2022-12-11 18:42:01 +01:00
Mitchell Richters
6c0493868e
- Implement new method for applying scaled angle changes.
...
* This method works more accurately to how an angle change would occur under interpolated circumstances.
2022-12-11 18:42:01 +01:00
Mitchell Richters
5a8612110d
- Process scaled angle adjustments in each game's render function, not from the input function.
...
* Previous config had the potential to call `I_GetInputFrac()` nearly twice in a row, which would have resulted in some hitching.
* Calling from each game's render function avoids the above and means we can start applying scaled angle changes one frame faster.
2022-12-11 18:42:01 +01:00
Mitchell Richters
58c1efb8de
- Exhumed: Remove all remaining angle wrapper usage.
2022-12-11 18:42:00 +01:00
Mitchell Richters
1aad5eacfa
- Remove all remaining legacy wrappers.
2022-12-11 18:42:00 +01:00
Mitchell Richters
cca36b8061
- Make legacy weapon drawers in PlayerAngles local to Redneck code, they will eventually go.
2022-12-11 18:42:00 +01:00
Mitchell Richters
e972818db5
- Tidy up modern crosshair/weapon offset drawers.
2022-12-11 18:41:59 +01:00
Mitchell Richters
25de63ffb5
- Cleanup of render draw code to use new angle getter.
2022-12-11 18:41:59 +01:00
Mitchell Richters
599a375d67
- Rename DCoreActor::interpolatedangle()
to DCoreActor::interpolatedyaw()
2022-12-11 18:41:59 +01:00
Mitchell Richters
abdeeac205
- Rework PlayerAngles::doViewPitch()
to apply at ticrate like PlayerAngles::doViewYaw()
.
2022-12-11 18:41:59 +01:00
Mitchell Richters
f9aeee5b4a
- Split out view angle stuff out of PlayerAngles::applyYaw()
into PlayerAngles::doViewYaw()
.
...
* Do all the view angle stuff as interpolated changes in the playsim as well, there's no need for these to be done at ticrate.
2022-12-11 18:41:59 +01:00
Mitchell Richters
d7d76d5fc4
- Move all PlayerAngles view angle properties into new DRotator objects.
2022-12-11 18:41:58 +01:00
Mitchell Richters
175b182805
- Invert rotscrnang
so it rolls forward, consistent with all other angles.
2022-12-11 18:41:58 +01:00
Mitchell Richters
bef4536c1f
- Remove old PlayerAngles
backup/restore methods.
2022-12-11 18:41:58 +01:00
Mitchell Richters
630c10856e
- Re-write PlayerAngles
scaled adjustment methods.
2022-12-11 18:41:58 +01:00
Mitchell Richters
aa868232c8
- Clean up all previously annotated angle/yaw checks.
2022-12-11 18:41:58 +01:00
Mitchell Richters
a84e09048e
- Change wrapper internals for current yaw to the actor's sprite DRotator and make sure all the games load a level.
2022-12-11 18:41:57 +01:00
Mitchell Richters
7f5b97a0b7
- Change wrapper internals for current pitch to the actor's sprite DRotator and make sure all the games load a level.
2022-12-11 18:41:57 +01:00
Mitchell Richters
850c988dfa
- Wrap access to previous yaw.
2022-12-11 18:41:57 +01:00
Mitchell Richters
be466fec8d
- Wrap access to current yaw.
2022-12-11 18:41:57 +01:00
Mitchell Richters
fd05d320ff
- Wrap access to previous pitch.
2022-12-11 18:41:56 +01:00
Mitchell Richters
15f1d89855
- Wrap access to current pitch.
2022-12-11 18:41:56 +01:00
Mitchell Richters
60a97f781e
- Add DCoreActor
pointer as PlayerAngles::pActor
, setting and nulling where the player's actor is set.
2022-12-11 18:41:56 +01:00
Mitchell Richters
b9f5bb71cc
- Merge PlayerHorizon
and PlayerAngle
structs into PlayerAngles
struct.
2022-12-11 18:41:56 +01:00
Mitchell Richters
d75ac9e445
- Rename PlayerAngle
prototypes in preparation for replacement work.
2022-12-11 18:41:56 +01:00
Mitchell Richters
353c2a20fd
- Rename remaining PlayerAngle
methods.
2022-12-11 18:41:55 +01:00
Mitchell Richters
f305fbb370
- Rename PlayerAngle
getters in preparation for replacement work.
2022-12-11 18:41:55 +01:00
Mitchell Richters
7d34288290
- Rename PlayerAngle::rotscrnang
in preparation for replacement work.
2022-12-11 18:41:55 +01:00
Mitchell Richters
50cf22ec53
- Rename PlayerAngle::oang
in preparation for replacement work.
2022-12-11 18:41:55 +01:00
Mitchell Richters
bd063de5f5
- Rename PlayerAngle::ang
in preparation for replacement work.
2022-12-11 18:41:54 +01:00
Mitchell Richters
d810afa2e9
- Rename PlayerHorizon
prototypes in preparation for replacement work.
2022-12-11 18:41:54 +01:00
Mitchell Richters
9ab8db04db
- Rename remaining PlayerHorizon
methods.
2022-12-11 18:41:54 +01:00
Mitchell Richters
3758d93ad8
- Rename PlayerHorizon
getters in preparation for replacement work.
2022-12-11 18:41:54 +01:00
Mitchell Richters
0c53990c87
- Rename PlayerHorizon::ohoriz
in preparation for replacement work.
2022-12-11 18:41:53 +01:00
Mitchell Richters
401a829d54
- Rename PlayerHorizon::horiz
in preparation for replacement work.
2022-12-11 18:41:53 +01:00
Mitchell Richters
f027d07ae5
- Annotate all player angles that are being set as the sprite angles to review later.
...
* Once the angles between player and sprite have been unified, these will be much harder to identify.
2022-12-11 18:41:53 +01:00
Mitchell Richters
110cc5149d
- Annotate all sprite angles that are being set as the player angle to review later.
...
* Once the angles between player and sprite have been unified, these will be much harder to identify.
2022-12-11 18:41:53 +01:00
Mitchell Richters
2e0b9490e1
- Change spritetypebase::angle
to a DRotator named Angles
.
...
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
f103e33300
- fixed code up to the point where everything compiles again. Duke sounds are currently non-functional.
...
All Duke script code has been changed to use strings as sound names now, just like GZDoom these will be looked up at compile time.
Original Duke sound indices still exist but are now being managed as resource IDs, not sound engine indices anymore.
2022-12-11 18:41:51 +01:00
Mitchell Richters
13be5f7923
- Exhumed: Migrate to new actor viewzoffset
property.
2022-12-11 18:41:50 +01:00
Mitchell Richters
e55412f240
- Remove DCoreActor::ZeroVelocity()
.
2022-12-11 18:41:45 +01:00
Kevin Caccamo
b1c0614d93
Attempt to fix #647
...
I'm guessing the `nWalls < -1` is a typo, and it should have been `nWalls <= -1` all along. I decided to write `nWalls < 0` instead.
I don't know if I broke anything with this commit, but hopefully everything else still works as intended.
2022-12-11 16:26:25 +01:00
Mitchell Richters
ef52694365
- Improved crosshair drawing that factor's in look_ang better I've had stashed away for a little bit.
2022-11-30 10:03:52 +01:00
Christoph Oelckers
4aad87cf83
- fixed Exhumed sound indices.
2022-11-25 11:26:24 +01:00
Christoph Oelckers
ed4f49ac86
- fixed sound code for backend update.
2022-11-24 17:46:39 +01:00
Christoph Oelckers
42e02d2956
- eliminated firstWall as well.
2022-11-15 15:44:33 +01:00
Christoph Oelckers
5798fa067f
- cleaned up all -> accesses through firstWall().
2022-11-15 15:33:35 +01:00
Christoph Oelckers
7d9a4ea70d
- eliminated wallsofsector.
2022-11-15 15:24:17 +01:00
Christoph Oelckers
84b17a8a53
- eliminate wall_count.
2022-11-15 14:59:28 +01:00
Christoph Oelckers
bfae5ce1bc
- use a TArrayView to store the wall references in a sector.
...
This is a lot more scripting friendly than hacking around the indices.
2022-11-15 14:53:39 +01:00