Christoph Oelckers
a014b3436b
- implemented GetRadiusDamageType virtuals.
2023-04-09 09:46:09 +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.
...
Not fully working yet...
2023-04-09 09:45:42 +02:00
Christoph Oelckers
510afe16fb
- NODAMAGEPUSH is the default for RR.
...
The game never had this feature
2023-04-09 09:35:38 +02:00
Christoph Oelckers
b908ede470
- reviewed actor flags and applied several fixes.
2023-04-09 09:35:37 +02:00
Christoph Oelckers
8172a9ac0c
- moved all flags into the actor definitions.
2023-04-09 09:35:37 +02:00
Christoph Oelckers
281dbfb14c
- added BADGUY/KILLCOUNT combos to all enemies.
2023-04-09 09:35:37 +02:00
Christoph Oelckers
672374c5f4
- added fullbright flags where appropriate
2023-04-09 09:35:37 +02:00
Christoph Oelckers
f4c176988a
- first round of flag additions.
2023-04-09 09:35:36 +02:00
Christoph Oelckers
7d747489ec
- fixed a typo
2023-04-09 09:35:27 +02:00
Christoph Oelckers
307276a276
- WIP for a default scale property.
...
For now a NOP, we need to get a little further with the scriptification work before this can be made operational.
2023-04-08 09:38:46 +02:00
Christoph Oelckers
9ba0b18013
- moved the 3 health related instructions out of the CON interpreter.
...
This code can be shared with ZScript so it needs to be elsewhere.
2023-04-07 13:15:06 +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
aae2c2dc3c
- exported RR's enemies
2023-04-07 13:15:06 +02:00
Christoph Oelckers
779026162d
- exported all of RR's pickup items.
2023-04-07 13:14:19 +02:00
Christoph Oelckers
3dd87cfd7f
- got rid of checkType.
2023-04-07 12:22:46 +02:00
Christoph Oelckers
87bccb8933
- file for next stuff.
2023-04-07 12:22:46 +02:00
Christoph Oelckers
f2d802b537
- exported RR's remaining controllers.
2023-04-07 12:22:45 +02:00
Christoph Oelckers
0e169759d5
- animatesprites_r.cpp cleanup
2023-04-07 12:22:45 +02:00
Christoph Oelckers
f9e5f2c137
- final clenaup on animatesprites_d.cpp.
...
Only the player actor is left, which is also the messiest part...
2023-04-07 12:22:44 +02:00
Christoph Oelckers
ce00183707
- scriptified PlayerOnWater.
2023-04-07 12:17:56 +02:00
Christoph Oelckers
3106c8e6f5
- exported most of the remaining content in spawn_d.cpp
2023-04-07 12:14:16 +02:00
Christoph Oelckers
8b04f42ab5
- exported several fire related actors.
2023-04-07 11:52:53 +02:00
Christoph Oelckers
ef6a8c010a
- exported ceilingsteam and consolidated movefallers functions.
2023-04-07 11:52:53 +02:00
Christoph Oelckers
82d04756be
- exported a few of Duke's decorations
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
b4dcf8ddcf
- exported the remaining Duke enemies.
2023-04-07 11:52:53 +02:00
Christoph Oelckers
0636358b5f
- fixes for RR items.
2023-04-07 11:52:53 +02:00
Christoph Oelckers
1bc7c53351
- move the recon's FTA sound into the scripted actor.
2023-04-07 11:52:52 +02:00
Christoph Oelckers
ef54987a58
- exported WT's Firefly
2023-04-07 11:52:52 +02:00
Christoph Oelckers
4e0dad54a5
- exported all of Duke's pickup items.
2023-04-07 11:51:41 +02:00
Christoph Oelckers
7a699e032f
- cleaned up Duke's very broken kill count system.
...
This now uses a static flag to denote an actor as countable and an internal flag to track its killed state, because CON can toggle that at will.
2023-04-07 09:49:20 +02:00
Christoph Oelckers
d7224245e3
- added back WT's fireball's postHitEffect.
...
This somehow got lost during scriptification.
2023-04-07 08:30:58 +02:00
Christoph Oelckers
58ee80564b
- Duke: fixed scale default for non-ememies.
2023-04-07 00:15:15 +02:00
Christoph Oelckers
49c23eb4e5
fixed swapped language IDs for Norwegian and Dutch.
2023-04-05 18:15:09 +02:00
Christoph Oelckers
0706a8a5bb
- exported LizTrooper and Lizman.
2023-04-02 17:37:30 +02:00
Christoph Oelckers
7b034b5eab
- handle stayput for bosses.
...
The generic code is not ready yet so it has to be done manually.
2023-04-02 17:34:43 +02:00
Christoph Oelckers
240b24d771
- exported all females.
2023-04-02 17:34:37 +02:00
Christoph Oelckers
810977f19f
- made RR thunder effect also work for Duke.
...
This mainly meant adding support for random sounds and playing the thunder sound by name instead of by index.
2023-04-02 17:20:06 +02:00
Christoph Oelckers
52ea497b50
- fixed lotsofstuff VM export.
2023-04-02 13:19:35 +02:00
Christoph Oelckers
30d066cee9
- added script exports for Duke's bosses.
...
This allows removing a few hack checks.
2023-04-02 13:13:45 +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
9b96f8312a
- pig cop converted
2023-04-02 13:13:06 +02:00
Christoph Oelckers
bc50f596e8
- exported two more classes used by PicForName.
2023-04-02 13:10:34 +02:00
Christoph Oelckers
7b4d5eb26d
- scriptified SHRINKEREXPLOSION and WATERBUBBLE.
2023-04-02 13:10:26 +02:00
Christoph Oelckers
673ea69d35
- scriptified a few more skeleton items needed by PicforName.
2023-04-02 13:00:13 +02:00
Christoph Oelckers
ccc048136f
- exported TOILETWATER, BURNING and EXPLOSION2.
...
All types needed for cleaning up PicForName
2023-04-02 13:00:13 +02:00
Christoph Oelckers
e0bd038391
- scriptified the native parts of TRANSPORTERSTAR and TRANSPORTERBEAM
2023-04-02 13:00:13 +02:00
Mitchell Richters
03eb105df1
- Duke: Move RRRA vehicle tilting out of the input code and into the playsim.
2023-04-02 18:24:05 +10:00
Christoph Oelckers
bae18b3023
- removed debug output
2023-04-02 09:14:15 +02:00
Christoph Oelckers
65fcab71c3
- language update
2023-04-02 08:49:57 +02:00
Mitchell Richters
42d791e7c2
- Exhumed: Fix clip calculation setup.
...
* Since game maintains its own clip capacities, we need to use them instead of the generic handler for the games that do not.
* Clean up the game-side code in `CheckClip()` to use `min()`.
* Repair issue with pistol clip calculation that was using modulo when it shouldn't. A full weapon with 300 will divide into 6 with no remainder, therefore nothing in the clip.
* Fixes #906 .
2023-03-27 22:05:35 +11:00
Mitchell Richters
a5a9882d9a
- Duke: Add a myriad of pitch recentering CVARs.
...
* Needs to be reworked into some kind of MP-safe flagging once we have demos/MP going. This will do for now.
* Fixes #853 .
2023-03-26 12:46:14 +11:00
Christoph Oelckers
77bcea409b
- Duke: fixed potential logic deadlocks with the green slimer.
...
It depended on the devoured actor not disappearing from the map prematurely to work as intended, so a new check had to be added to get out of the deadlock.
2023-03-25 14:33:10 +01:00
Mitchell Richters
79f7ca976b
- Exhumed: Refactor the pitch tilting/panning code.
...
* Made it work on the player's view pitch and not their actual pitch.
* Drastically simplifies implementation and allows its use even with mouse aiming.
2023-03-25 16:52:13 +11:00
Mitchell Richters
e5f3f5f149
- Make setForcedSyncInput()
require a player index.
...
* This should only ever apply to the console player.
2023-03-23 17:09:02 +11:00
Mitchell Richters
81650036e6
- Duke/RR: Remove vehForward/Reverse variables from player struct.
...
* Back in 2020, I was trying to tidy stuff up and had no idea about network awareness, etc.
* The original game misused network bits here, however I don't see why the player's angle can't just be tested for signedness. Again, something I didn't see way back when...
2023-03-19 20:55:39 +11:00
Mitchell Richters
37e9cfed45
- Duke/RR: Remove vehBraking variable from player struct.
...
* Back in 2020, I was trying to tidy stuff up and had no idea about network awareness, etc.
* We must continue the misuse of network bits like the original game did to make sure the RRRA vehicles are network aware.
2023-03-19 20:54:43 +11:00
Mitchell Richters
31f8de3854
- Duke/RR: Remove vehTurn variables from player struct.
...
* Back in 2020, I was trying to tidy stuff up and had no idea about network awareness, etc.
* The original game misused network bits here, however I don't see why the player's angle can't just be tested for signedness. Something I didn't see way back when...
2023-03-19 20:54:19 +11:00
Mitchell Richters
df5e8b1d04
- Duke: Fix missing greenslime base sprite when randomly changing animation.
2023-03-19 11:30:01 +11:00
Mitchell Richters
4355a44721
- Duke: Rework input blocking setup.
...
* Takes the duplicated conditions out of the input handler and makes the ticker responsible by forcing synchronised input.
2023-03-18 19:29:29 +11:00
Mitchell Richters
d6b68dec5e
- Duke: Remove player_struct::resurrected
flag I added in 2021 and fix issue properly.
...
* The check for `player_struct::dead_flag` in `FinalizeInput()` was overzealous and is not checked in the original code in this instance.
2023-03-17 12:29:37 +11:00
Mitchell Richters
cb1e4e7a34
- Exhumed: Ensure Player::items[]
is signed.
...
* Change originates from b71c725e3e
.
* Matches PCExhumed and GDX.
* Logic in game requires this variable to be signed.
* Fixes #415 .
* Fixes #888 .
2023-03-16 13:05:22 +11:00
Mitchell Richters
30f9ec5fd8
- Blood: Fix shotgun ammo display when player fires a shell, switches weapons, then switches back.
...
* Such a circumstance reloads the weapon off screen.
* While the "right" fix would be to stop that, some fanatics will probably be relying on such a mechanism.
* As such, just fudge the printout on the screen instead 🙃 .
* Fixes #877 .
2023-03-15 21:30:44 +11:00
Mitchell Richters
a4bca328bc
- SW: Remove Player::siang
since we have the same data in
2023-03-15 19:57:45 +11:00
Christoph Oelckers
07d87940f2
- completed all of Blood's and Duke's fonts.
2023-02-20 16:52:51 +01:00
Christoph Oelckers
7b05353326
- fixed two swapped characters in SW's BigFont.
2023-02-19 13:01:40 +01:00
Christoph Oelckers
b645929035
- fixed some message mappings.
2023-02-19 13:01:20 +01:00
Christoph Oelckers
565f1ed416
- completed SW's SmallFont.
2023-02-11 10:58:27 +01:00
Christoph Oelckers
6f1c3433ba
- completed RR's BigFont.
2023-02-11 10:31:27 +01:00
Christoph Oelckers
c532a63bd4
- completed Nam/WW2GI's BigFont
2023-02-11 10:24:21 +01:00
Christoph Oelckers
7bfae00c7b
- completed Nam/WW2GI's BigFont
2023-02-11 10:18:24 +01:00
Christoph Oelckers
8cd4f7f6cf
- completed Duke's SmallFont.
2023-02-11 10:05:34 +01:00
Christoph Oelckers
3de194cb6c
- completed Latin parts of Duke's 1.5 BigFont.
2023-02-11 09:59:38 +01:00
Christoph Oelckers
35e1e98162
- completed Duke's 1.3 BigFont
2023-02-11 09:55:59 +01:00
Christoph Oelckers
6c77d1c39e
- Duke: fixed setup of purely scripted enemies,
...
Some band-aid is still needed for the time being.
2023-02-09 17:34:59 +01:00
Christoph Oelckers
ede52f2dde
- Duke: make the geisha statues shootable again.
...
This got lost in the awful spaghetti code somehow.
2023-02-05 13:37:04 +01:00
Christoph Oelckers
0d6ffa5863
- completed Blood's SmallFont.
2023-02-04 13:23:43 +01:00
Christoph Oelckers
ef1e3d492c
- completed Blood's BigFont.
2023-02-04 12:23:59 +01:00
Hugo Locurcio
4cb311a4c1
Increase slider precision for mouse sensitivity settings
...
On mice with high DPI settings, low values such as 0.1-0.3 typically
need to be used to get a comfortable effective mouse sensitivity.
2023-02-04 17:05:20 +11:00
Christoph Oelckers
4328016963
- move the remaining parts of spawninitdefault to DukeActor::Initialize.
...
This ensures proper execution of all code - spawninitdefault was designed to be the fallback for actors without a special case in spawninit.
2023-01-28 16:33:35 +01:00
Christoph Oelckers
38b278b12d
- fixed enemy setup.
...
All enemies now run a native init function to reduce script-induced problems.
this required adding a NOGRAVITY flag so that the recon can use the same code as well which was the only enemy relying on custom code.
2023-01-28 16:33:15 +01:00
Christoph Oelckers
0db441accb
- scriptified the native parts of the powder keg.
...
This was the last remaining actor with its own native ticking part.
2023-01-28 16:31:46 +01:00
Christoph Oelckers
9f01c87ccb
- scriptified the native part of FireflyFlyingEffect.
2023-01-28 16:31:45 +01:00
Christoph Oelckers
9783b8c402
- scriptified World Tour's flamethrowerflame.
...
The first of 3 mixed native/CON items which are the last things remaining in the main thinker loops.
2023-01-28 16:31:45 +01:00
Christoph Oelckers
6864e1a9a8
- Text update
2023-01-22 20:24:00 +01:00
Christoph Oelckers
13c9e9916b
- Duke: fixed the cactus.
...
Statnums were wrong here.
2023-01-21 15:48:55 +01:00
Christoph Oelckers
5ebce5afba
- fix last commit
2023-01-21 15:08:47 +01:00
Christoph Oelckers
8ce61255e9
- fixed menudef.txt
2023-01-21 09:50:49 +01:00
Christoph Oelckers
8e5e52f80e
- enable Spanish for Duke and related games.
...
Nam/WW2GI was completed by machine translated texts, this was all simple stuff like item names.
2023-01-20 17:13:18 +01:00
Christoph Oelckers
bb7f00988a
- give Blood's sounds well defined names so they can be defined via SNDINFO.
2023-01-15 16:15:28 +01:00
Christoph Oelckers
2c5062255c
- fixed bad sound check in the sound controller.
2023-01-15 09:51:21 +01:00
Christoph Oelckers
fca0bdf379
- Backend update from GZDoom.
2023-01-15 09:30:01 +01:00
Christoph Oelckers
6c3d03cd48
- fixed incorrect sector in a few sprites of World Tour E5L1.
2023-01-14 13:18:53 +01:00
Christoph Oelckers
59820f9fed
- Duke: fixed bad switch definition for ACCESSSWITCH2
2023-01-14 12:53:14 +01:00
Christoph Oelckers
5e7f90562c
- added adaptive layout for RR's summary screen as well.
...
To better handle the spacing for accented characters the text scale was slightly reduced.
2023-01-14 10:37:07 +01:00
Christoph Oelckers
d067b23917
- make layout of Duke's summary screen adapt to text and screen size.
2023-01-14 10:00:37 +01:00
Christoph Oelckers
b991af2dbc
- fixed incomplete statnum setup.
2023-01-09 23:39:20 +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
deaec2d91d
- disabled property-type definition of spritetype members.
...
As it turned out this is simply too dangerous - these should be left to be loaded from the map data or set manually.
All remaining setups using this feature have either been moved to Initialize or other meta properties that are not affected by map loading.
2023-01-08 16:45:09 +01:00
Christoph Oelckers
b48dad46f3
- do not use properties to set the sprite fields, part 4.
...
Bowling stuff also needed fixing.
2023-01-08 15:46:53 +01:00
Christoph Oelckers
223481fd23
- do not use properties to set the sprite fields, part 3.
...
mainly RR's chickenplant items.
2023-01-08 15:46:24 +01:00
Christoph Oelckers
8b664c840d
- do not use properties to set the sprite fields, part 2.
...
This covers the remaining simple cases.
2023-01-08 15:46:24 +01:00
Christoph Oelckers
3a00480efd
- do not use properties to set the sprite fields, part 1.
...
As soon as default init for CON gets in this won't work right anymore - these must come last, not first.
This commit contains all the trivial cases with no inheritance concerns.
2023-01-08 15:46:23 +01:00
Christoph Oelckers
278cfe9216
- RR: use a meta property for the gambling machine's sound.
...
This is mainly for the hypothetical map that tries to use this thing from within CON.
2023-01-08 15:45:22 +01:00
Mitchell Richters
b432e94a72
- Duke: Back up the shell's position in DukeShell::initshell()
.
2023-01-08 23:54:17 +11:00
Christoph Oelckers
cfef8c8a71
- ignore executable files in a zip's main folder when checking for mod content in a subdirectory.
2023-01-06 18:01:34 +01:00
Christoph Oelckers
d5859db4f1
- fixed autoload setup for the full Duke World Tour version.
2023-01-04 20:46:43 +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
Christoph Oelckers
b980789ddf
- skip switch animation checks for custom switch actors.
2022-12-29 14:01:39 +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
03aedda7da
- Add support for Blood: Cryptic Passage via CRYPTIC.SSI
file.
2022-12-29 23:05:47 +11:00
Mitchell Richters
ca71532229
- Change string Ninja Slice Animation
to Alternative Ninja Slice
to better reflect what it does.
...
* Fixes #817 .
2022-12-29 21:57:15 +11:00
Mitchell Richters
205dac85e6
- Update language files on the back of SW cheat additions.
2022-12-29 21:01:11 +11:00
Christoph Oelckers
837e4d1438
- eliminated many uses of wallpicnum.
...
The ones left require a bit more work on the data first.
2022-12-18 15:11:08 +01:00
Christoph Oelckers
a9ea2cd5c0
- moved GetReservedScreenSpace function into the scripted status bar where it belongs.
...
Since this is supposed to return the height of the status bar, keeping it native is a bit pointless as it cannot be modified that way.
2022-12-18 14:47:38 +01:00
Christoph Oelckers
9d62951cf3
- SW: use surface types for detecting water and lava sectors
2022-12-18 14:05:17 +01:00
Christoph Oelckers
32ad16f84d
- SW's first texture flag, yay!
...
Removes two floorpicnum accesses
2022-12-18 14:04:33 +01:00
Christoph Oelckers
622710ede4
- migrated all uses of floorpicnum.
...
This necessitated a few more surface type definitions.
2022-12-18 14:02:56 +01:00
Christoph Oelckers
4a306a21dc
- split several texture flags off into a surface type value.
...
Using the same field in the TexExtInfo struct as Blood's surfType.
This frees up a lot of flags for later use.
2022-12-18 13:56:54 +01:00
Christoph Oelckers
0ffeb2378a
- generalize Duke's purple lava check.
2022-12-18 13:43:26 +01:00
Christoph Oelckers
5147826eeb
- consolidated precaching code and rewrote the core to work on texture IDs.
2022-12-18 13:37:54 +01:00
Christoph Oelckers
9a1a90a730
- Duke: fixed mortars not toggling their hittable state depending on player distance.
...
This is needed to make them shootable from a distance. Somehow these two lines of code had gotten lost during scriptification.
2022-12-18 09:14:11 +01:00
Christoph Oelckers
46660ab889
- fixed a few bad spawnclass assignments
2022-12-18 00:08:41 +01:00
Christoph Oelckers
f893f12ed7
- fix a few misnamed class types.
2022-12-13 20:03:36 +01:00
Christoph Oelckers
71425a94af
- fixed pipe bombs sticking to ceilings.
...
This was a typical case of doing too many things in one function - the bogus code was for one of RR's special projectiles piggybacking on the same function and doing it wrong.
2022-12-13 18:21:33 +01:00
Christoph Oelckers
dc55669d8a
- commented the ELECTRIC flag for the HURTRAIL texture back in.
2022-12-13 17:49:27 +01:00
Christoph Oelckers
14141766c1
- fixed a few cases of incorrect uses of 'mapSpawned'.
2022-12-13 14:06:11 +01:00
Christoph Oelckers
4f14f795b8
- fixed the Blood pool's Initialize function.
...
In the unlikely case of this being map placed it might have gotten the wrong color.
2022-12-13 11:30:22 +01:00
Christoph Oelckers
37067753fc
- use mapspawned flag in all already scriptified code.
...
This is more to clarify intent than to fix things, none of the changes here should change behavior.
2022-12-13 11:29:37 +01:00
Christoph Oelckers
13e6718153
- added mapSpawned member to DDukeActor
...
Duke uses the owner a lot to check if an actor was spawned at map start or in-game, but that depends a lot on stale pointers being maintained, which our garbage collected system does not allow. So this field now serves as a more reliable stand-in for these cases.
No actual changes yet.
2022-12-13 10:36:45 +01:00
Mitchell Richters
5d3710d677
- Duke: Always use tsprite pos/angle when used in conjunction with viewvec or viewang.
...
* This solves the issue of jittery picnum changes when circle-strafing actors at high speeds.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
281b102fac
- gave all textures that were accessed with their "#0xxxx" name a descriptive names.
...
Only the fallback fonts were intentionally excluded because these are supposed to get the ART file content.
2022-12-11 19:45:18 +01:00
Christoph Oelckers
630276f7e0
- migrated texture flags parsing from .def to RMAPINFO.
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This was the final piece of non-tile-related data to be in there.
.def should be restricted to existing use cases concerning setup of render data, not for game content.
2022-12-11 19:45:18 +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
9e3318a2fb
- moved spawnclasses and breakwall definitions from .def to RMAPINFO.
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.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.
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The scripted case does not work yet due to bad loading order of files.
2022-12-11 19:43:57 +01:00
Christoph Oelckers
4078c6d6bd
- converted several of RR's static init sprite types to the class system.
2022-12-11 19:43:55 +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
6de147b77f
- moved the CON execute call to DDukeActor::Tick and removed a large portion of the special handling for scriptified actors.
2022-12-11 19:43:54 +01:00
Christoph Oelckers
1cfba8e989
- cleaned up the main thinker loops, using a flag to denote actors that are not on STAT_ACTOR but need to run CON code.
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This should not be automatic as it may cause problems with mods not expecting this.
2022-12-11 19:43:54 +01:00
Christoph Oelckers
74368381a9
- did a bit of actor class consolidation by using explicit sprite assignments through 'spawnclasses'.
2022-12-11 19:43:54 +01:00
Christoph Oelckers
23640988db
- define several of RR's fullbright decorative sprites via spawnclasses remapping.
2022-12-11 19:43:53 +01:00