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
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
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
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
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
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