carnivoroussociety
bd98096527
Fix burning Caleb's state
2021-08-15 12:24:41 +02:00
carnivoroussociety
52025fce68
Fixed burning Caleb state
2021-08-15 12:24:41 +02:00
carnivoroussociety
cd88bb1a67
Fixed burning cultists switching type in water
...
Fixed glitched burning enemy state
Fixed burning Caleb using innocent burning sprite
2021-08-15 12:24:41 +02:00
Christoph Oelckers
38c9d3f702
- Exhumed: fixed crash when ending the game.
2021-08-14 10:40:14 +02:00
carnivoroussociety
c3d03f21da
Cleaned underwater next/prev weapon fix
2021-08-14 07:59:14 +02:00
carnivoroussociety
1957fc53be
Tweaked next/prev weapon behavior underwater
2021-08-14 07:59:14 +02:00
Christoph Oelckers
5aa27bad3b
- flag SW's cutscenes as 'boss death only'.
2021-08-13 22:25:13 +02:00
Christoph Oelckers
d5c9768414
- append an empty line to thr RFS file to be parsed.
...
Looks like the parser needs the last line to be properly terminated.
2021-08-13 21:44:23 +02:00
carnivoroussociety
8765b583f0
Fix spray -> tnt -> spray animation bug
2021-08-12 15:15:35 +02:00
carnivoroussociety
715bca4d53
input.newWeapon -> newWeapon
2021-08-12 13:59:44 +02:00
carnivoroussociety
1a344fe09b
Fix ignited spray/TNT issue when going underwater
2021-08-12 13:59:44 +02:00
Mitchell Richters
17b2154e9a
- Blood: Expose legacy 1.0 weapon handling game option as a CVAR.
2021-08-03 00:47:05 +10:00
Mitchell Richters
a9b75e7e7d
- Blood: Put QAV interpolation code behind a CVAR for now until some final minor issues are resolved.
...
* Thanks to Dzierzan for testing and the reports.
2021-07-31 10:15:51 +10:00
Mitchell Richters
f6c7ed3984
- Blood: Restore originally intended isRunning
code that never worked behind two CVARs to offer an alternative playing experience.
...
* `cl_bloodvanillarun` enables/disables the `isRunning` code that affects AI, bobbing and swaying.
* `cl_bloodvanillabobbing` enables/disables the `isRunning` code that affects bobbing and swaying, allowing only the `isRunning` AI changes.
2021-07-31 10:14:56 +10:00
Mitchell Richters
9884d5f396
- Blood: Perform interpolation of menu's blood dripping.
...
* All supporting code is here, is tested and works, need to determine best how to flag the menu as "Animated" to uncap the frame-rate.
2021-07-31 10:05:25 +10:00
Mitchell Richters
a67c126129
- Blood: Extend 99508e6f15
to find picnum of previous frame in all previous frame's tile indices if the current frame's tile index doesn't match.
...
* Allows more interpolation magic.
* Revealed an issue with `interpolatedanglef()` that was undetected. Removed in place of a binangle version returned as floating point build.
2021-07-29 19:23:00 +10:00
Mitchell Richters
32215ba570
- SW: Tidy some extra panel coordinate math that was missed in 4d4946fb6b
.
2021-07-29 17:53:57 +10:00
Mitchell Richters
99508e6f15
- Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match.
2021-07-29 17:39:22 +10:00
Christoph Oelckers
9a8ee00aec
- set currentLevel before calling engineLoadBoard.
...
This is needed if the compatibility patcher needs to alter mapinfo data.
2021-07-27 22:12:29 +02:00
NoOneBlood
a40d036623
Fix max players range check for kModernPlayerControl
...
Add power up control for kModernPlayerControl
2021-07-27 08:05:31 +10:00
Mitchell Richters
1fa0863a52
- Duke: Amend af9f2f3eb6
to not reset the skill if incoming skill is -1;
2021-07-26 19:41:17 +10:00
nukeykt
adb9547ba9
Blood: fix impact sprite OOB issue
2021-07-26 19:19:41 +10:00
nukeykt
ced8a83331
Blood: fix potential view sprite overflows
2021-07-26 16:06:56 +10:00
nukeykt
557cd7e734
Blood: fix view sprites overflow in ROR code
2021-07-26 16:00:13 +10:00
nukeykt
39547e2df5
Blood: fix OOB issue in aiPatrolSetMarker
2021-07-26 15:55:13 +10:00
Christoph Oelckers
1fde9f2173
- workaround to allow playing SW's Last Warrior mod in one go.
...
This disables the boss's death in L4 ending the game and just advances to the next level.
This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
2021-07-26 00:58:00 +02:00
Christoph Oelckers
1a5a2aba2b
- Blood: fixed path validation for cutscene files.
2021-07-25 17:27:52 +02:00
Christoph Oelckers
dfb18ef9a9
- Duke/RR: Call Bowling lane reset code only when playing RR.
...
This may alter some tile references which will cause problems with hires replacements in Duke .
2021-07-25 12:43:03 +02:00
Christoph Oelckers
fa586d6d7c
- Blood: fixed parser for 'mario' cheat to treat a leading space for the level number as 0.
2021-07-25 11:53:20 +02:00
Christoph Oelckers
b23db149e3
- use snprintf in condError.
...
While sprintf is generally problematic, it is particularly dangerous here where it is impossible to estimate the length of the messages.
2021-07-25 11:50:23 +02:00
Mitchell Richters
9fad44bab2
- Blood: Replace use of non-standard strupr()
from 754554a493
with an FString object.
2021-07-25 19:44:07 +10:00
Mitchell Richters
3b82a08123
Revert "- Fix non-Windows and non-MSVC builds due to missing header for strupr()
."
...
This reverts commit 2217dcb632
.
2021-07-25 19:38:06 +10:00
sirlemonhead
e4fb67bc25
Rides Again: Possible array index by -1 in Proj_DoHitscan(). Added check to prevent this.
2021-07-25 19:37:02 +10:00
Mitchell Richters
2217dcb632
- Fix non-Windows and non-MSVC builds due to missing header for strupr()
.
2021-07-25 19:27:31 +10:00
Christoph Oelckers
7702b3bb92
- rewrote the sound handling in the patrolling code for Raze's sound backend.
2021-07-25 10:42:15 +02:00
Christoph Oelckers
eae355110f
- use enums instead of #defines.
2021-07-25 10:30:14 +02:00
Christoph Oelckers
cc3e6b74f3
- handle newly activated 'unused' fields properly for serialization.
2021-07-25 10:29:50 +02:00
Christoph Oelckers
b588abbca6
- deleted two unused functions that got back in again by accident.
2021-07-25 08:50:46 +02:00
Mitchell Richters
ffe62da3c7
- Blood: Add some nullptr checks to the aiPatrol*()
inline bools.
2021-07-25 15:37:50 +10:00
Mitchell Richters
7329cb8f1f
- Blood: Comment out bonk
code from 754554a493
to get things building for now.
2021-07-25 13:12:29 +10:00
NoOneBlood
754554a493
Increase kMaxSuperXSprites from 128 to 512.
...
Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used.
Fix random item generator so items that inherits TX ID won't send command at respawn.
Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage.
Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings.
Corpses won't gib as gargoyles anymore (gModernMap).
kModernCondition:
- remove bool comparison (condCmpb).
- remove no extra comparison (condCmpne).
- remove "else if" search at level start.
- add global (game) conditions type.
- add more conditions.
- make error report a bit more informative.
Add more options and damage effects for kModernSpriteDamager.
Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location.
Add more options and vertical wind processing for kModernWindGen.
Add more options and effects for kModernEffectGen.
Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap).
Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location.
Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap).
Patrolling enemies:
- add turn AI state.
- add "return back" option for path markers.
- add "turning while waiting" option for markers.
- make enemies to hear some sounds assuming that player generates and hears it too.
- add kModernStealthRegion type to affect current spot progress velocity.
- replace AI's CanMove and aiChooseDirection to a better versions.
- make flying enemies to not spin around the marker.
- treat Phantasm as flying enemy!
- allow to continue patrol when falling in water.
Fix compile warnings
Various minor fixes / cleanup.
2021-07-25 13:11:55 +10:00
Mitchell Richters
a55b8f716d
- Blood: Repair some missing nullptr checks causing a crash upon reloading after dying.
...
* Reported by Spill.
2021-07-24 21:39:29 +10:00
Mitchell Richters
d9a7465c08
- SW: Remove gi->FreeGameData()
from game as its inside code wasn't freeing game data but level data already freed in gi->FreeLevelData()
.
...
* This was causing `GameMain()` to try to call `TerminateLevel()` after tile data had been freed, causing a hard stop.
* Fixes #464 .
2021-07-20 20:11:29 +10:00
Mitchell Richters
af9f2f3eb6
- Duke: Ensure gi->NextLevel()
sets the skill level upon invocation.
2021-07-20 18:55:16 +10:00
Mitchell Richters
675356be1a
- Ensure g_nextskill
is used everywhere so that setting skill for next level works properly.
2021-07-20 18:51:34 +10:00
Mitchell Richters
33845c4a23
- Add skill
CCMD to return player's current skill, while also being able to set skill for next game.
...
* Fixes #332 .
2021-07-20 18:50:58 +10:00
Mitchell Richters
77630dcbc7
- Rename DeferedStartGame()
to DeferredStartGame()
.
2021-07-20 18:43:17 +10:00
Mitchell Richters
4ac1376b9f
- Make naming of multiplayer episode exclusion stuff from d0e6a7ea29
more generic and exclude invalid episodes from "Duke It Out in DC", "Duke Nuclear Winter" and "Duke Caribbean".
2021-07-19 12:24:47 +10:00
Mitchell Richters
0f5243c39e
- Blood: Lock input after setting angle/horizon targets in nnexts.cpp code, then unlock in ProcessInput()
where resetForcedSyncInput()
is called.
2021-07-18 19:26:24 +10:00
Mitchell Richters
58ed7f8745
- Blood: Restore original horizon algorithm in trPlayerCtrlSetLookAngle()
and adjust to Raze's backend input code.
2021-07-18 18:52:21 +10:00