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
Mitchell Richters
85482b0951
- Fix CVAR comments from previous commit.
2023-04-05 17:59:04 +10:00
Mitchell Richters
32e6e1ce5f
- Allow disabling of level start/end cutscenes if a user desires.
...
* Allows for situations where in Blood or Exhumed, you wish to have a shortcut that directly gets you into a level.
* Could be used for seamless playing options if a user doesn't care for level ending screens.
* Not exposing this to the menu for now as I doubt demand would be high for such a thing.
2023-04-05 17:46:40 +10:00
Mitchell Richters
0f07ea9e37
- Fix skip size in SkipTicCmd()
missed during 8bfcb8c939
.
2023-04-05 15:00:47 +10:00
Mitchell Richters
c4bd550483
- Change InputState::KeyStatus
to be a FixedBitArray
object.
2023-04-05 12:57:48 +10:00
Mitchell Richters
2658af9fd0
- Use weapon enums when determining max slot numbers.
2023-04-05 10:22:18 +10:00
Mitchell Richters
4d82a0effa
- Put SB_QUICK_KICK
into the correct mask.
2023-04-05 10:20:54 +10:00
Mitchell Richters
3951407b68
- Fix issue with memset calls from 0eba341ac1
.
2023-04-05 07:39:31 +10:00
Mitchell Richters
6403c7291f
- Update player camera angles right before drawing a frame.
...
* Also stops situations where `GameInput::getInput()` was being called incessantly while in the menu, during screenjobs, etc.
2023-04-04 20:55:09 +10:00
Mitchell Richters
0eba341ac1
- Remove GameInput::prepareHidInput()
and GameInput::resetHidInput()
.
...
* Also reverts 23bff9f701
, but changes the loop into a `memset()` call instead.
2023-04-04 20:07:06 +10:00
Mitchell Richters
d454455d22
- Move invertmouse
CVARs into common code.
...
* Removes duplication of CVAR definitions between Raze and GZDoom.
2023-04-04 20:01:21 +10:00
Mitchell Richters
12c50b4af0
- Blood: Fix missing input bit in GameInteface::reapplyInputBits()
.
2023-04-04 16:55:44 +10:00
Mitchell Richters
bf58879b08
- Duke/RRRA: Fix HUD tilting when reversing motorcycle backwards.
2023-04-04 15:14:44 +10:00
Mitchell Richters
b4ea03b8ef
- Ensure GameInput::Clear()
clears the entire object.
...
* Unused mouse input could still accumulate during screenjobs (level end stats, etc).
2023-04-04 10:53:19 +10:00
Mitchell Richters
23bff9f701
- Don't loop through all joystick axes and zero them in I_GetAxes()
.
...
* The caller should be passing a 0-init'd array through.
2023-04-04 09:55:44 +10:00
Mitchell Richters
133c8fa80b
- Only scale the mouse input in GameInput::processMovement()
, where it's needed.
...
* Also fixes a potential signedness issue for `processVehicle()` if `m_yaw` is negatively set.
2023-04-04 09:53:43 +10:00
Mitchell Richters
a68fcfc71c
- Remove GameInterface::getConsoleAngles()
, it's not needed anymore.
2023-04-04 07:02:39 +10:00
Mitchell Richters
3ef431a428
- Make scaleAdjust
a float since it's what's needed anyway.
2023-04-03 19:38:00 +10:00
Mitchell Richters
69c65dfe7e
- Internalise InputPacket
used in movement functions.
2023-04-03 19:35:35 +10:00
Mitchell Richters
dbba0abb2e
- Move all mouse handling into GameInput
class.
2023-04-03 18:47:14 +10:00
Mitchell Richters
8d11fef916
- Initial conversion of game input into class GameInput
.
2023-04-03 18:46:36 +10:00
Mitchell Richters
23186cd8bb
- Relocate processCrouchToggle()
.
2023-04-03 18:38:10 +10:00
Mitchell Richters
31d3349d93
- Rearrange bools in processVehicleInput()
.
2023-04-03 18:37:38 +10:00
Mitchell Richters
fb519e9c53
- Move PlayerAngles
constants into the class.
2023-04-03 17:07:34 +10:00
Christoph Oelckers
0706a8a5bb
- exported LizTrooper and Lizman.
2023-04-02 17:37:30 +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
0cd0f28317
- fixed initialization of RR's thunder effect
2023-04-02 17:09:28 +02:00
Christoph Oelckers
eee551ce15
- take care of the last tileGetTexture call in Duke.
2023-04-02 16:45:43 +02:00
Christoph Oelckers
6248c8813b
- make RR's ingame thunder effect not depend on having seen one specific texture.
...
This really should check if the player has seen one sector where the effect is active.
2023-04-02 16:45:43 +02:00
Christoph Oelckers
8208c7fc0b
- some texture name cleanup
2023-04-02 16:45:43 +02:00
Johan Mattsson
cebab8f85d
Small fixes ( #910 )
...
* Fix potential index out of bounds
* Fix potential index out of bounds
* Use 'MAXGEOSECTORS' instead of magic constant
2023-04-02 22:10:57 +10:00
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
26c8e948f7
deleted debug code
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
07ea5d06ae
- Update version.h.
2023-04-02 20:11:51 +10:00
Mitchell Richters
2c6d8b50ea
- Exhumed: Tidy up bubbles.cpp.
...
* Extend `BuildBubbles()` to use the actual player's angle for if we ever get multiplayer going.
2023-04-02 19:56:54 +10:00
Mitchell Richters
4c11fb1b2a
- Exhumed: Tidy up remainder of anubis.cpp.
2023-04-02 19:56:54 +10:00
Mitchell Richters
754d27a8f0
- Exhumed: Tidy up AIAnubis::Tick()
.
2023-04-02 19:56:54 +10:00
Mitchell Richters
8d48252f1a
- Exhumed: Backup actor location in BuildAnubis()
.
2023-04-02 19:56:54 +10:00
Mitchell Richters
b10b909440
- Exhumed: Rename last argument in seq_MoveSequence()
to nFrame
.
2023-04-02 19:56:53 +10:00
Mitchell Richters
cf63d1ab74
- Exhumed: Tidy up remainder of anims.cpp.
2023-04-02 19:56:53 +10:00
Mitchell Richters
a2bd2b17a2
- Exhumed: Tidy up BuildAnim()
.
...
* Also rename two rather unnamed args to something more appropriate.
2023-04-02 19:56:53 +10:00
Mitchell Richters
b5d4bc8573
- Exhumed: Tidy up 2d.cpp.
2023-04-02 19:56:53 +10:00
Mitchell Richters
345f45ed12
- Fixed messed up formatting in savegamehelp.cpp
.
2023-04-02 19:56:53 +10:00
Mitchell Richters
10445635cf
- Tidy up autosaving for all the games.
...
* There's not really any reason to need the game's world to tic once, it's already fully loaded during the `gi->NewGame()`/`gi->NextLevel()` calls.
2023-04-02 19:56:52 +10:00
Mitchell Richters
0052ae4172
- Duke: Ensure we backup player angles and not just pos when loading a save.
2023-04-02 19:51:12 +10:00
Mitchell Richters
bcbebc5c1a
- Blood: Fix potential null actor access in gi->CanSave()
.
2023-04-02 19:51:12 +10:00
Mitchell Richters
9dfb805b38
- Duke: Fix potential null actor access in gi->CanSave()
.
2023-04-02 19:51:12 +10:00
Mitchell Richters
7217ce6ff9
- Duke: Ensure hard landing check is done after pitch keys.
...
* Oversight from e9a5f745fc
.
2023-04-02 19:51:12 +10:00
Mitchell Richters
272dfa762d
- Remove backend crouch toggle solution redeploy with Duke/Exhumed/Blood using new ESyncBit
bit.
...
* I tried to make this work in 2020 but its been nothing but headache. It's something for the game to control via a flag, not the backend to determine.
* For SW, this restores its original implementation.
2023-04-02 18:32:40 +10:00
Mitchell Richters
b9cf8a13c6
- Inline the remainder of InputState
methods.
2023-04-02 18:32:40 +10:00
Mitchell Richters
ea4e850674
- Move remaining mouse CVARs from inputstate.cpp
to gameinput.cpp
.
2023-04-02 18:32:39 +10:00
Mitchell Richters
13cb52a0db
- Move HIDInput
struct from inputstate.h
to gameinput.h
.
2023-04-02 18:32:39 +10:00
Mitchell Richters
10cd63f383
- Use an FVector2
inside HIDInput
.
2023-04-02 18:32:39 +10:00
Mitchell Richters
4387294aff
- Eliminate the duplicate mouse storage since we have things in the right spot now.
2023-04-02 18:32:39 +10:00
Mitchell Richters
eeb67a2cdd
- Move all mouse CVARs from inputstate.cpp
to gameinput.cpp
.
2023-04-02 18:32:39 +10:00
Mitchell Richters
64b05b6f06
- Move remaining CCMDs and non-inputstate related items to gameinput.cpp
.
2023-04-02 18:32:38 +10:00
Mitchell Richters
43febd5aa1
- Stop passing inputBuffer
around within gameinput.cpp since everything's local now.
2023-04-02 18:32:38 +10:00
Mitchell Richters
3c82014d0e
- Move ApplyGlobalInput()
into gameinput.cpp
.
...
* Doesn't really belong in inputstate.cpp, it was just placed there in 2020 for lack of a better spot at the time.
2023-04-02 18:32:38 +10:00
Mitchell Richters
9e1ca0cb8f
- Make the turbo turn functions static within gameinput.cpp
.
2023-04-02 18:32:38 +10:00
Mitchell Richters
359371527b
- Move Duke's vehicle input processor into gameinput.cpp
.
2023-04-02 18:32:36 +10:00
Mitchell Richters
563c79322d
- Duke: Make vehicle input code work generically for possible reusage.
2023-04-02 18:25:04 +10:00
Mitchell Richters
5e153d6404
- Duke: Merge vehicle input code into one function.
2023-04-02 18:24:05 +10:00
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
Mitchell Richters
c13745efc8
- Remove the mouse input negation out of the event handler.
2023-04-02 18:24:05 +10:00
Mitchell Richters
b340807a6b
- Remove now-unneeded inline wrapper getHidInput()
.
2023-04-02 18:24:05 +10:00
Mitchell Richters
46b5977a6a
- Recover two ESyncBit
values for other uses.
...
* By masking aiming+centering, we have look bits :)
2023-04-02 18:24:05 +10:00
Christoph Oelckers
e1ea0492e1
- savegame version bump.
2023-04-02 08:50:05 +02:00
Christoph Oelckers
1e7850b17e
- fixed last commit
2023-04-01 12:27:48 +02:00
Christoph Oelckers
a64f19c16d
- had to apply the RapidJson NaN workaround to another place.
...
So instead of fixing the bug they actually replicated it into a second function. :(
It's too bad that we cannot enable proper writing of NaNs and Infs because it makes most JSON formatters emit an error on this undefined extension of the format.
2023-04-01 10:26:51 +02:00
Christoph Oelckers
5f3065d9f1
- Duke: fixed weapon spread with non-pistol hitscan weapons.
2023-04-01 09:49:22 +02:00
Mitchell Richters
86711f666b
- Exhumed: Tidy up StartDeathSeq()
.
2023-03-29 19:41:05 +11:00
Mitchell Richters
3e4dd94fe5
- Exhumed: Tidy up a bunch of small player functions.
2023-03-29 19:40:42 +11:00
Mitchell Richters
0467b02393
- Exhumed: Mark all player static arrays as const.
2023-03-29 19:39:54 +11:00
Mitchell Richters
daf63ce209
Revert "- InputState::ClearAllInput()
: Only clear crouch_toggle
bool if outside of a level, and resend SB_CROUCH
sync bit if inside a level and crouch_toggle
is true."
...
This reverts commit c076310e34
.
* It's no longer needed with 70706d3da8
.
2023-03-29 13:21:14 +11:00
Mitchell Richters
70706d3da8
- Don't stop getting input when we're paused.
...
* This is the cause of the long-standing crouch toggle issues, as well as a few other things.
2023-03-29 13:20:55 +11:00
Mitchell Richters
7feb5a9a9b
Revert "- Duke: Temporary workaround for last commit so the player returns to centre on level load."
...
This reverts commit 2b22e49a9b
.
* It's no longer needed with 06dd971291
.
2023-03-29 13:20:55 +11:00
Mitchell Richters
06dd971291
- When the gameaction
is ga_level
, return and don't break.
...
* This was causing the first input packet to only be sent to the playsim after the first tic occurred.
* Previous: player 1 of 1 (1 nodes); E1L1: Hollywood Holocaust; PlayClock: 4; PlayClock: 4; PlayClock: 12;, etc.
* Current: player 1 of 1 (1 nodes); E1L1: Hollywood Holocaust; PlayClock: 0; PlayClock: 4; PlayClock: 8;, etc.
* Fixes #900 .
2023-03-29 13:20:47 +11:00
Mitchell Richters
7caec5fa69
- Clean out where inputState.ClearAllInput()
is called.
...
* We can do this from just a few places and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:05:49 +11:00
Mitchell Richters
9f8cda4be3
- Move call to I_GetInputFrac()
to ensure we're never stalled waiting for a tic.
2023-03-29 09:04:40 +11:00
Mitchell Richters
d665037075
- Clean out where Net_ClearFifo()
is called.
...
* We can do this from one place and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:04:38 +11:00
Mitchell Richters
96055fbc03
- Clean out all games setting gameaction = ga_level
and do it centrally.
2023-03-29 03:10:16 +11:00