Christoph Oelckers
f7a2fd29ba
- Blood: fixed incorrect underwater movement speed
...
The 'posture == 1' case has gotten lost while consolidating the redundant code.
2022-11-12 10:19:15 +01:00
Mitchell Richters
3f2d970b4f
- Blood: Fix minor issue where player death horizon was being applied at double speed.
2022-10-30 16:51:34 +01:00
Mitchell Richters
ffc16635b2
- Blood: Make bobPhase
a proper float.
2022-10-30 16:51:24 +01:00
Christoph Oelckers
84dfe98f17
- replaced all set_native_clipdist in Blood
2022-10-30 16:51:16 +01:00
Christoph Oelckers
4af4983d3e
- floatified clipdist and replaced fClipdist wrapper.
...
This uses a new variable because a few things use clipdist as a flag byte
2022-10-30 16:51:14 +01:00
Mitchell Richters
cea2b6b428
- Rename PlayerHorizon::__horiz
back to horiz
.
2022-10-30 16:51:12 +01:00
Mitchell Richters
0600bf5860
- Negate everything to do with PlayerHorizon::__horiz
where appropriate, including some loose horizoff
members.
2022-10-30 16:51:11 +01:00
Mitchell Richters
619b8005ac
- Rename PlayerHorizon::horiz
in prep for negating this angle throughout code.
2022-10-30 16:51:11 +01:00
Christoph Oelckers
7d3babd678
- ported all pushmove calls to the float version.
2022-10-30 16:51:08 +01:00
Mitchell Richters
9b98388215
- VecToAngle() with XY()
inside to .Angle() replacements.
2022-10-27 16:55:53 +02:00
Christoph Oelckers
d41e370aad
- angular cleanup.
2022-10-25 07:07:13 +02:00
Christoph Oelckers
b176ceda38
- floatified playerFireThing
2022-10-25 07:07:11 +02:00
Christoph Oelckers
cab00d05dc
- got rid of the int version of playerFireMissile
2022-10-25 07:07:11 +02:00
Christoph Oelckers
312b96fedc
- floatified aim and relAim
2022-10-25 07:07:10 +02:00
Christoph Oelckers
bd011c69a6
- wrapped most of aim
2022-10-25 07:07:10 +02:00
Christoph Oelckers
f286565abc
- floatifying player::slope, part 2
2022-10-25 07:07:09 +02:00
Christoph Oelckers
1a03c56eec
- floatifying player::slope, part 1
2022-10-25 07:07:09 +02:00
Christoph Oelckers
8ac5884232
- the first HitScan_ variant is gone.
2022-10-25 07:07:08 +02:00
Christoph Oelckers
580bbccdf5
- handle angles in voodooTarget
2022-10-25 07:07:08 +02:00
Christoph Oelckers
d99ed7676b
- reroute player firing functions directly to the floating point variants of the actor versions.
2022-10-25 07:07:06 +02:00
Christoph Oelckers
a4ec938526
- renamed HitScan to HitScan_ as a refactoring aid.
2022-10-25 07:06:56 +02:00
Mitchell Richters
8d3f3c6025
- Cut over to DAngle
from fixedhoriz
and remove the latter.
2022-10-25 07:06:55 +02:00
Mitchell Richters
8697e5f054
- Replace all q16horiz(0)
calls.
2022-10-25 07:06:54 +02:00
Mitchell Richters
22a9f89b64
- Remove all uses of fixedhoriz::asq16()
.
2022-10-25 07:06:54 +02:00
Mitchell Richters
5851c0f2c6
- Clean up some q16horiz usage and how the view pitch is clamped.
2022-10-25 07:06:53 +02:00
Christoph Oelckers
a070342f0c
- floatified actFireThing
2022-10-25 07:06:48 +02:00
Christoph Oelckers
6c6fdaf332
- floatified actSpawnDude and removed its unused last parameter.
...
All callers left it at 0.
2022-10-22 20:41:26 +02:00
Mitchell Richters
633fb01487
- Blood: Rename some weapon function variables to give us half a chance of refactoring it.
2022-10-22 19:45:10 +02:00
Mitchell Richters
cea0e74299
- Blood: Floatified remaining bits of playerProcess()
.
2022-10-22 19:45:10 +02:00
Mitchell Richters
32c784cd0f
- Blood: Floatified remaining bits of ProcessInput()
.
2022-10-22 19:45:10 +02:00
Mitchell Richters
ef03e64025
- Blood: Floatified ActionScan()
.
2022-10-22 12:17:04 +02:00
Mitchell Richters
b8b5fe9162
- Blood: Floatified playerStart()
and ZONE::ang
.
2022-10-22 12:17:04 +02:00
Mitchell Richters
95cd74bdc0
- renamed slope functions so that the int versions get a special name.
2022-10-22 12:17:02 +02:00
Mitchell Richters
f2be65777b
- Blood: Floatify remaining gib interfaces.
2022-10-22 12:16:58 +02:00
Christoph Oelckers
7804e23ad0
- 8x set_int_ang
2022-10-22 12:16:54 +02:00
Christoph Oelckers
775ac0564c
- convert one sound call
2022-10-22 12:16:54 +02:00
Mitchell Richters
8bfcb8c939
- Floatify InputPacket::fvel
and InputPacket::svel
.
...
* Since all velocities are floated, we can now take each game's keymove scaling into its ticker and use a consistent keymove size, making non-mouselook and controller input truly identical across the games without having to try and fudge any values.
2022-10-20 00:48:09 +02:00
Mitchell Richters
def2b9d483
- Flip svel
around in the input code so we can use proper anti-clockwise vector math.
2022-10-20 00:48:09 +02:00
Mitchell Richters
1eaab2f531
- Blood: Floatify POSTURE::xOffset
and POSTURE::zOffset
.
...
* POSTURE struct is now completely handled.
2022-10-20 00:48:09 +02:00
Mitchell Richters
6fa3e3fc23
- Blood: Swap around POSTURE::xOffset
and POSTURE::zOffset
given how they're used.
2022-10-20 00:48:09 +02:00
Mitchell Richters
3b5f4b9222
- Blood: Floatify POSTURE
accel values.
2022-10-20 00:48:08 +02:00
Mitchell Richters
bbb0cf73f2
- Blood: Floatify POSTURE::normalJumpZ
and POSTURE::pwupJumpZ
.
2022-10-20 00:48:08 +02:00
Mitchell Richters
b127c37939
- Blood: Floatify all the bobbing/swaying code.
2022-10-18 19:52:02 +02:00
Christoph Oelckers
eaf8a8ccca
- some minor random changes.
2022-10-18 19:31:11 +02:00
Mitchell Richters
8f0e020e21
- Blood: Floatify POSTURE::eyeAboveZ
and POSTURE::weaponAboveZ
.
2022-10-18 18:30:38 +02:00
Mitchell Richters
954b394baa
- Blood: Floatify PLAYER::zWeaponVel
.
2022-10-18 18:30:38 +02:00
Mitchell Richters
0019b5ee02
- Blood: Floatify PLAYER::zWeapon
.
2022-10-18 18:30:38 +02:00
Mitchell Richters
2d98c532eb
- Blood: Floatify PLAYER::zViewVel
.
2022-10-18 18:30:38 +02:00
Mitchell Richters
f35fffdf3d
- Blood: Floatify PLAYER::zView
.
2022-10-18 18:30:37 +02:00
Mitchell Richters
dd23b60810
- Blood: Clean up as much Q16.16 smoothratio usage as possible.
2022-10-18 18:29:09 +02:00