Christoph Oelckers
d2bc254e03
- the rest of triggers.cpp.
2021-11-29 00:54:57 +01:00
Christoph Oelckers
9349e7bcb1
- several simple functions.
...
Also two fixes involving trTriggerSprite.
2021-11-29 00:54:57 +01:00
Christoph Oelckers
0ae664e9ca
- SetSpriteState
2021-11-29 00:53:57 +01:00
Christoph Oelckers
7e8fc3fe65
- target in UpdateAimVector, teslaHit.
2021-11-29 00:53:56 +01:00
Christoph Oelckers
7d1c81626e
- changed all naked Stat/SectIterator loops to use the Blood... variants.
2021-11-29 00:53:56 +01:00
Christoph Oelckers
9016256ac2
- savegame hackery for sequences.
2021-11-29 00:53:56 +01:00
Christoph Oelckers
4e1e9ca0c9
- proper actor managements in SEQINST.
2021-11-29 00:53:56 +01:00
Christoph Oelckers
7204b8e026
- deal with QAV::nIndex.
...
This was totally redundant. Since the player already gets passed as 'Data', we can just make that pointer a PLAYER type and use it instead to retrieve the playing actor for sound purposes.
2021-11-29 00:53:56 +01:00
Christoph Oelckers
70cd4d9466
- minor sprite[] stuff.
2021-11-29 00:53:55 +01:00
Christoph Oelckers
8f974dc1d8
- the remaining functions of player.cpp.
2021-11-29 00:53:55 +01:00
Christoph Oelckers
fddc213fa8
- made PLAYER::fragger an actor pointer.
2021-11-29 00:53:55 +01:00
Christoph Oelckers
abee5c5eaa
- parameters in Pickup functions, getting rid of all (x)sprite[] references in player.cpp.
2021-11-29 00:53:55 +01:00
Christoph Oelckers
07e88e36f6
- ActionScan cleanup plus smaller bits in player.cpp
...
# Conflicts:
# source/games/blood/src/player.cpp
2021-11-29 00:53:55 +01:00
Christoph Oelckers
e95936efd6
- made PLAYER::used2 an actor array and renamed it to match its purpose.
...
Note: Renaming this for savegames is fine, as it's not relevant in singleplayer.
2021-11-29 00:53:54 +01:00
Christoph Oelckers
165b2f29ff
- removed last remaining accesses to sprite[] and xsprite[] from nnexts.cpp.
2021-11-29 00:53:54 +01:00
Christoph Oelckers
85c4b96177
- removed all access to sprite[] from mirrors.cpp.
2021-11-29 00:53:54 +01:00
Christoph Oelckers
826fd7ddb2
- optimized vector math.
2021-11-29 00:53:54 +01:00
Christoph Oelckers
50f9b67598
- removed all sprite[] references from gameutil.cpp.
2021-11-29 00:53:54 +01:00
Christoph Oelckers
7a2c661ff9
- GetZRange
2021-11-29 00:53:54 +01:00
Christoph Oelckers
626deed960
- VectorScan
2021-11-29 00:53:53 +01:00
Christoph Oelckers
0466186440
- HitScan
2021-11-29 00:53:53 +01:00
Christoph Oelckers
c2916259d7
- CheckProximity
...
# Conflicts:
# source/games/blood/src/aibeast.cpp
2021-11-29 00:53:53 +01:00
Christoph Oelckers
db75e4d2bf
- moved basePath into XSECTOR.
...
# Conflicts:
# source/games/blood/src/nnexts.cpp
2021-11-29 00:53:53 +01:00
Christoph Oelckers
0d2da892e8
- made marker0 and marker1 actor pointers.
2021-11-29 00:53:52 +01:00
Christoph Oelckers
f4b900c540
- moved velocity data into DBloodActor.
2021-11-29 00:53:52 +01:00
Christoph Oelckers
6a8f59e991
- removed remaining direct access to the velocity arrays.
2021-11-29 00:53:52 +01:00
Christoph Oelckers
ff9a86b7b4
- proper way to get player actor.
2021-11-29 00:53:52 +01:00
Christoph Oelckers
1cb98593f1
- removed compatible savegame handling for SPRITEHIT.
...
This does not need to be preserved, unlike the other refactored global arrays.
2021-11-29 00:53:51 +01:00
Christoph Oelckers
54f70ec1bb
- moved baseSprite into DBloodActor.
2021-11-29 00:53:51 +01:00
Christoph Oelckers
14ace49c3e
- owner stuff.
...
This reduces the number of direct references to spritetype.owner by half in the Blood code.
2021-11-29 00:53:51 +01:00
Christoph Oelckers
3b1ba88a41
- gib stuff.
2021-11-29 00:53:51 +01:00
Christoph Oelckers
344e7e840e
- remove leftover index dependencies for sprite events.
2021-11-29 00:53:51 +01:00
Christoph Oelckers
245581e00d
- cleanup
2021-11-29 00:53:50 +01:00
Christoph Oelckers
b2de1e5209
- added BloodSpriteIterator and BloodLinearSpriteIterator to get rid of explicit loops over the sprite array.
2021-11-29 00:53:50 +01:00
Christoph Oelckers
484d016172
- cleaned up burn code.
2021-11-29 00:53:50 +01:00
Christoph Oelckers
c0b013ac0c
- moved gSpriteHit into DBloodActor.
2021-11-29 00:53:50 +01:00
Christoph Oelckers
c34c9deb4e
- deleted old condPush variant.
2021-11-29 00:53:50 +01:00
Christoph Oelckers
be0e2a9b93
- todo markers
2021-11-29 00:53:49 +01:00
Christoph Oelckers
3e9bcacc22
- condUpdateObjectIndex + nnExtTriggerObject
2021-11-29 00:53:49 +01:00
Christoph Oelckers
9965245449
- condCheckSprite
2021-11-29 00:53:49 +01:00
Christoph Oelckers
0ff9afde61
- condCheckPlayer + condCheckDude
2021-11-29 00:53:49 +01:00
Christoph Oelckers
9205556b4e
- condCheckSector + condCheckWall
2021-11-29 00:53:49 +01:00
Christoph Oelckers
f6e7c5f440
- condCheckMixed + condCheckGame.
2021-11-29 00:53:48 +01:00
Christoph Oelckers
69395383a4
- fix condPush
...
- better abstraction of the condition storage.
Hiding targetX/Y as much as possible for easier refactoring later.
2021-11-29 00:53:48 +01:00
Christoph Oelckers
f84e2343ca
- formatting only.
2021-11-29 00:53:48 +01:00
Christoph Oelckers
9062eb5996
- condError
2021-11-29 00:53:48 +01:00
Christoph Oelckers
fb4fcef2c2
- cleanup
2021-11-29 00:53:48 +01:00
Christoph Oelckers
aef95b52bc
- the remaining functions in nnexts.cpp
2021-11-29 00:53:47 +01:00
Christoph Oelckers
ca13a35ccf
- formatting
...
# Conflicts:
# source/games/blood/src/nnexts.cpp
2021-11-29 00:53:47 +01:00
Christoph Oelckers
cc4309f7eb
- aiPatrolThink + aiPatrolFlagsMgr
2021-11-29 00:53:47 +01:00