Christoph Oelckers
b980789ddf
- skip switch animation checks for custom switch actors.
2022-12-29 14:01:39 +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
97a5fc2948
- did a clean reimplementation of resetswitch.
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
808fb3c433
- simplified several switch check blocks using the data from the definition files.
2022-12-29 13:32:30 +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.
...
* Fixes #815 .
2022-12-29 22:45:36 +11:00
Mitchell Richters
e528c3fbb8
- SW: Repair whoopsie in BunnyCheat()
.
2022-12-29 21:50:29 +11:00
Mitchell Richters
1d69ebe9b0
- Duke: Ensure that the expander hitscans when autoaim is "hitscan only".
...
* Fixes #827 .
2022-12-29 21:17:41 +11:00
Mitchell Richters
fbee05e760
- SW: Restore two original cheat codes lost long ago.
...
* Fixes #810 .
2022-12-29 20:59:19 +11:00
Mitchell Richters
9d5bae0c8e
- SW: Fix clipmove call within DoPlayerMoveVehicle()
.
...
* Originating from 05ad1e38e9
.
* Fixes #829 .
2022-12-29 20:32:58 +11:00
Mitchell Richters
ca2a427379
- SW: Re-add CVAR_SERVERINFO
back to sw_ninjahack
but leave commented out, it may be needed later.
2022-12-29 19:41:41 +11:00
Mitchell Richters
6065140f68
- SW: Remove CVAR_SERVERINFO
flag from sw_ninjahack
and take them out of the global space.
2022-12-29 19:36:18 +11:00
Mitchell Richters
b0b2f1bf1b
- SW: Only bring the weapon back up after doing chops if not on a vehicle with a weapon.
2022-12-29 19:25:17 +11:00
Mitchell Richters
c240c8e6ee
- SW: Fix two bad calls to pushmove()
where a fixed point adjustment was used.
...
* Came in from 3ac4e7ed2d
.
* Fixes #816 .
2022-12-29 19:02:56 +11:00
Mitchell Richters
dcd0e62466
- SW: Remove call to doYawKeys()
from DoPlayerDeathFollowKiller()
.
2022-12-29 14:35:42 +11:00
Mitchell Richters
96e8565ba7
- Blood: Reset player's render angle state only for the console player.
2022-12-29 14:35:42 +11:00
Mitchell Richters
572ec96467
- SW: Reset player's render angle state only for the console player.
2022-12-29 14:35:41 +11:00
Mitchell Richters
7593114fc7
- SW: Tidy up UpdatePlayerSprite()
a bit.
2022-12-29 14:35:41 +11:00
Mitchell Richters
774c7795b1
- SW: Apply same fix to DoPlayerClimb()
.
2022-12-29 14:35:38 +11:00
Mitchell Richters
7e1e447f98
- SW: Apply same fix to DoPlayerFly()
.
2022-12-29 14:27:59 +11:00
Mitchell Richters
09304ef298
- SW: Fix player diving height issues.
...
* Fixes #822 .
2022-12-29 14:27:59 +11:00
Mitchell Richters
6c7797a9f0
- SW: Clean up some noisy commented out calls to DoPlayerHeight()
.
2022-12-29 13:50:27 +11:00
Mitchell Richters
adc2396f31
- Duke: Extend fix from previous commit to appropriately resize the VMValue
array also.
2022-12-24 15:41:37 +11:00
CandiceJoy
a943652799
Fixed a Mac debug build crash where CallAnimate attempted to pass one too many parameters to the VM.
2022-12-23 10:38:59 +01:00
Mitchell Richters
0b3076d2b4
- SW: Fix PreMapCombineFloors()
setup due to player actor not yet being initialised.
...
* Fixes #804 .
2022-12-23 19:18:08 +11:00
Mitchell Richters
4890f1d9dc
- SW: Adjustments to the death height code on the back of the last commit.
2022-12-23 19:18:07 +11:00
Mitchell Richters
5f1581be9d
- SW: Rework the player's height adjustment to use the pos.Z setter from during the refactor.
...
* I tried to get smart during the refactor when I should have kept it simple.
* Fixes #813 .
2022-12-23 19:18:07 +11:00
Christoph Oelckers
c7e25726c1
- use memset to clear 'gs' in loadconst.
...
MSVC compiled the old assignment to memsetting a local copy and then memcpying it to the destination, but this struct is far too large for that and was causing occasional stack errors when debugging.
2022-12-20 12:44:34 +01:00
Christoph Oelckers
ef7c72ce9f
- Blood: add all statically stored EventObjects to the GC processor.
2022-12-18 17:54:54 +01:00
Christoph Oelckers
b1e2b2addf
- backend cleanup from GZDoom.
2022-12-18 16:31:50 +01:00
Christoph Oelckers
8c41294cb0
- overpicnum lightening.
...
Especially make sure that it is never set to tile 0. There seems to have been some undefined behavior here treating 0 as 'no texture', but doing so inconsistently.
2022-12-18 15:13:22 +01:00
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
ffb471666d
- moved the access switch handlers out of checkhitswitch_*.
2022-12-18 15:08:27 +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
c41dc29885
- eliminated half of the remaining tileWidth and tileHeight calls.
2022-12-18 14:45:09 +01:00
Christoph Oelckers
e78fd90f67
- adapted sky code for using texture IDs.
2022-12-18 14:42:27 +01:00
Christoph Oelckers
8dfbbc8220
- migrated floorpicnum and ceilingpicnum to FTextures.
...
The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
4ea252c227
- simplified SW's mirror setup a bit to take advantage of Raze's in-engine mirror handling.
...
We only need one label texture and no special treatment of the backsector.
2022-12-18 14:06:34 +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
1a98f9b478
- Duke: change all checks for mirrors to texture IDs
2022-12-18 13:52:10 +01:00
Christoph Oelckers
5b8dd84361
- use setceilingtexture where textures are simply copied around
2022-12-18 13:52:10 +01:00
Christoph Oelckers
ee8b685fe2
- adapted the breakable stuff interface in Duke to Texture IDs.
2022-12-18 13:52:03 +01:00