Commit graph

10982 commits

Author SHA1 Message Date
NY00123
f94b38b138 SW: Modify getinput to update oq16ang/oq16horiz with the same amount
of change that camq16ang/camq16horiz gets. Such an update is possible
after making sure that UpdateInputs (faketimerhandler) is
never called from domovethings.

# Conflicts:
#	source/sw/src/game.cpp
2020-05-22 23:41:05 +02:00
NY00123
6b5cf9525b sw/src/network.cpp: Remove from UpdateInputs the checks of totalclock
and ready2send and the call to timerUpdateClock, which are now done
before calling UpdateInputs itself from RunLevel.

# Conflicts:
#	source/sw/src/network.cpp
2020-05-22 23:40:00 +02:00
NY00123
ae2bcdd1a6 Rename faketimerhandler -> UpdateInputs and keep an empty
faketimerhandler stub in SW. This basically deprecates
the usage of faketimerhandler in the game.
2020-05-22 23:39:45 +02:00
NY00123
6daf42a959 sw/src/game.cpp:RunLevel: Call faketimerhandler in a loop, based on code
from EDuke32-OldMP. Main difference from EDuke32-OldMP is that this is
done even while staying in the menu; Behaviors will otherwise break.
We should also call timerUpdateClock() before the loop, especially
after removing the call to this function from faketimerhandler soon.
2020-05-22 23:39:43 +02:00
NY00123
25b5d69cab SW: Remove commented out code accessing non-existing variable
# Conflicts:
#	source/sw/src/network.cpp
2020-05-22 23:39:42 +02:00
NY00123
7e2484f603 SW: Remove FAKETIMERHANDLER and calls to faketimerhandler via this macro
# Conflicts:
#	source/sw/src/sprite.cpp
2020-05-22 23:39:28 +02:00
NY00123
916cd01550 SW: While not exactly a favorite of mine, this fixes the floorz updates
of the secret rotating pillar in level 1 with SO interpolation.
The drill in level 2 is also covered. So far, SetVatorActive seems
to be the only place where interpolation of ceiling/floorz
may be set, outside of the SO interpolation code.
2020-05-22 23:39:12 +02:00
Christoph Oelckers
f53b348782 - stop the railgun's active sound if another weapon is selected. 2020-05-22 23:02:25 +02:00
Christoph Oelckers
ffbe275a4a - fixed some issues pointed out by CI. 2020-05-22 20:31:21 +02:00
Christoph Oelckers
c70d3b5b79 - fixed bad text macros. 2020-05-22 18:55:23 +02:00
Christoph Oelckers
f9a3ca8b6f - fixed compilation. 2020-05-22 18:35:25 +02:00
nukeykt
37c5245775 Blood: fix sprite rendering glitch related to ROR
# Conflicts:
#	source/blood/src/view.cpp
2020-05-22 18:30:59 +02:00
Evan Ramos
71dc4ff5a4 SW: Fail gracefully from WarpToArea instead of aborting 2020-05-22 18:29:21 +02:00
Evan Ramos
f318d2282a SW: Clear the background during cinematics
# Conflicts:
#	source/sw/src/anim.cpp
2020-05-22 18:29:20 +02:00
Christoph Oelckers
6a0785bbd4 - manual update of some missed content. 2020-05-22 18:28:03 +02:00
NoOneBlood
f60fa44efb - Disable STD random for autobuilds
- kModernEffectGen: fix getting middle of the sprite

# Conflicts:
#	source/blood/src/nnexts.cpp
2020-05-22 17:43:08 +02:00
nukeykt
6ec33c2954 Blood: do not use tile offsets for voxels 2020-05-22 17:38:35 +02:00
sirlemonhead
17be2617cf Clean up the FileStream code: Remove non-working Is_Eos() and make Seek() and Skip() return int. 2020-05-22 17:38:21 +02:00
sirlemonhead
6f64967d00 libsmackerdec: Fix incorrect version comparison (though it wasn't breaking anything) 2020-05-22 17:38:04 +02:00
sirlemonhead
e2569d9980 libsmackerdec: Implement GotoFrame() function
# Conflicts:
#	source/libsmackerdec/src/SmackerDecoder.cpp
2020-05-22 17:37:43 +02:00
NoOneBlood
9428c88e29 - Don't change statnum of thing converted to debris back to thing on impact trigger when firing with vector weapon.
- Change damage scale and min firedist for Custom Dude.
- Remove unnecessary checks in callback of tracking condition.
- Fix picWidth() function.
- Better initialization of modern stuff.
- kModernSeqSpawner: disable all other spawners with same TX ID when enabling current.
- Fix: sceneQav was not playing if resurrected with COUSTEAU cheat.
- kModernPictureChanger: remove kModernFlag01 feature (deprecated).
- kModernSectorFXChanger: add flags to control where exactly light effect should appear.
- kModernCondition:
 - add delay before sending command if condition is true.
 - take in account state, so kCmdState and kCmdNotState is useful.
 - fix wrong comparison result in some conditions.
 - add new various conditions.
- kModernPlayerControl:
 - fix start / stop playing qav scene when triggered with event command converted to sprite command.
 - add a way to resurrect / heal player.
 - add event commands to toggle inventory item status via trigger.
 - fix that Remote and Proximity detonators cannot be given.
 - add clear all screen effects option.
 - proper percents for changing movement / jumping.
- kModernRandomTX, kModernSequentialTX: change event redirection mode activation from kModernTypeFlag02 to kCmdLink.
- kModernSpriteDamager: treat damage value as percents by default, take in account god mode.
- kModernEffectGen: fix wrong cstat for effects.
- kModernPropertiesChanger: proper underwater status for sectors and players or enemies in it.
- Players: assign or update current player's sprite index for all conditions.

# Conflicts:
#	source/blood/src/nnexts.cpp
2020-05-22 17:36:37 +02:00
nukeykt
96c9ca657e Blood: poll player input at least once to prevent skips
Fixes #329
2020-05-22 17:35:39 +02:00
NoOneBlood
c000e2e3b3 - Removed link support for various upper / lower stacks (deprecated)
- Removed link support for path marker (deprecated)
- Removed link support for counter sector (deprecated)
- STD random for wind generator
2020-05-22 17:35:11 +02:00
MexMeRcUrY
142e611125 fixes #343 2020-05-22 17:35:01 +02:00
NoOneBlood
569fcc9542 - Custom start health fix
- Check for system reserved statnums in gModerMap
2020-05-22 17:34:54 +02:00
NoOneBlood
e3e805b24c - More compact code for event redirection
- Fix demo desync
- Fix MINGW compile warnings
- Move custom start health from data4 to sysData2 in gModern maps
- Proper respawn for custom dude

# Conflicts:
#	source/blood/src/dude.cpp
#	source/blood/src/dude.h
2020-05-22 17:34:33 +02:00
NoOneBlood
64de30209b - Player control: more strict rules for copying properties of xsprite
- Fix for custom health when respawning enemy
- Fix for custom dude when respawning it
- Conditions: added way to refresh sprite index in tracking conditions

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/dude.cpp
#	source/blood/src/dude.h
2020-05-22 17:33:05 +02:00
Evan Ramos
8b0da35cb8 Avoid warnings when defining only extra in tilefromtexture
# Conflicts:
#	source/build/src/defs.cpp
2020-05-22 17:30:52 +02:00
Evan Ramos
26333dcaad Blood: Make voxels and models loaded via def inherit rotation automatically 2020-05-22 17:30:43 +02:00
nukeykt
1ef8df0a4c Blood: Fix model yoffset 2020-05-22 17:29:50 +02:00
NoOneBlood
f1f9fcff5c - Changes for conditions (WIP)
- Fix for picWidth();
2020-05-22 17:29:22 +02:00
NoOneBlood
71b110a75e - Double print in console fix for consoleSysMsg
- Changes for kModernCondition

# Conflicts:
#	source/blood/src/globals.cpp
2020-05-22 17:29:12 +02:00
NoOneBlood
c27f3b8d20 - Changes in damage scale for Custom Dude
- Conditions: added conditions for player and enemies (WIP)
2020-05-22 17:28:48 +02:00
NoOneBlood
014dfc346b - Added tracking type of conditions. Generally conditions is still WIP.
- Update aim for player while playing qav scenes.
- Fix compile warnings
2020-05-22 17:28:35 +02:00
Evan Ramos
4d7b37ca1a Rednukem: Remove redundant comment and fix formatting
# Conflicts:
#	source/rr/src/gameexec.cpp
2020-05-22 17:26:36 +02:00
nukeykt
b7294e45a1 Blood : Fix mirror issue
Fixes #334 and #338

# Conflicts:
#	source/blood/src/menu.cpp
2020-05-22 17:25:54 +02:00
MexMeRcUrY
aee64e8e34 fix #333 2020-05-22 17:24:42 +02:00
MexMeRcUrY
5faef5d6dd Blood: Caleb doesn't talk in multiplayer 2020-05-22 17:24:41 +02:00
MexMeRcUrY
f1421bd8ee Blood: Caleb doesn't talk in multiplayer 2020-05-22 17:24:41 +02:00
sirlemonhead
8f8f033956 Rednukem: Limit sprite shade change to Redneck Rampage games, and add guard for invalid array access. Fixes ASAN error. 2020-05-22 17:22:18 +02:00
sirlemonhead
19ab05655b Prevent invalid array index in polymost_spriteIsModelOrVoxel()
# Conflicts:
#	source/build/src/polymost.cpp
2020-05-22 17:22:18 +02:00
sirlemonhead
73a56f76af PCExhumed: Avoid some original memory read bugs and correct some bullet code branching. 2020-05-22 17:22:00 +02:00
sirlemonhead
02d4712e57 Rednukem: Fix MVE crash on Release gcc builds. 2020-05-22 17:21:03 +02:00
sirlemonhead
808d0591eb Rednukem: Add newline to end of playmve.h 2020-05-22 17:21:03 +02:00
sirlemonhead
b89c6da6b8 Rednukem: Playback support added for Rides Again intro movie. Closes #266
# Conflicts:
#	GNUmakefile
#	platform/Windows/rednukem.vcxproj
#	platform/Windows/rednukem.vcxproj.filters
#	source/rr/src/game.cpp
2020-05-22 17:21:03 +02:00
sirlemonhead
20cfbc1786 PCExhumed: Fix the timing of credits text when not using CD audio.
# Conflicts:
#	source/exhumed/src/exhumed.cpp
2020-05-22 17:17:54 +02:00
Evan Ramos
262f2234c6 Duke3D: Disable dead code in implementation of undocumented SE 128
Avoids warning: bitwise or with non-zero value always evaluates to true [-Wtautological-bitwise-compare]
2020-05-22 17:11:16 +02:00
Jordon Moss
49deeb350e Fix trains not moving spawn points with higher indexes than player count. 2020-05-22 17:11:16 +02:00
Richard C. Gobeille
d9b8f58558 Duke3d: make CON_GETFLORZOFSLOPE and CON_GETCEILZOFSLOPE TROR aware 2020-05-22 17:01:37 +02:00
Richard C. Gobeille
e2d79b4682 engine: add yax_getflorzofslope() and yax_getceilzofslope() 2020-05-22 17:01:36 +02:00