Christoph Oelckers
f24786af71
- Exhumed: Use 0 as transparent color index for the energy tile.
2020-11-09 19:16:43 +01:00
Mitchell Richters
9e026d5042
- Exhumed: Partially address issues with LEV20 energy towers in #159 .
2020-11-08 12:48:23 +11:00
Mitchell Richters
ade1a80515
- gameinput.cpp: Remove crouch bool from applylook()
since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust
in the prototype to 1
.
2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c
- inputstate.cpp: Move checkCrouchToggle()
from gameinput.ccp into ApplyGlobalInput()
and use static bool for crouch toggling vs. game-side bool.
2020-11-07 18:16:16 +11:00
Mitchell Richters
4ef0d20e0e
- gameinput.cpp: Consolidate checkCrouchToggle()
from Duke with discrete implementations from Blood in 7c8efde38c
and Exhumed in 032db82f82
to unify the functionality.
2020-11-07 13:44:25 +11:00
Mitchell Richters
032db82f82
- Exhumed: Add crouch toggle mechanism.
2020-11-07 13:27:58 +11:00
Mitchell Richters
2d903ed918
- Exhumed: Skip over weapons owned but without ammo when doing WeapSel_Next
/WeapSel_Prev
.
...
* Fixes #148 .
2020-11-06 23:25:55 +11:00
Mitchell Richters
e3c6873410
- Exhumed: Move bullet puff animations up by 4096 units to give the illusion of more accurate aiming.
...
* Fixes #149 .
2020-11-06 23:02:57 +11:00
Mitchell Richters
f2e50161a5
- Exhumed: Fix issues on start of Level 20 following changes in 0c95aee8f5
.
...
* Fixes #152 .
2020-11-06 22:02:14 +11:00
Christoph Oelckers
7a482c6284
- make DHUDFont an object.
2020-10-31 13:20:54 +01:00
Christoph Oelckers
7de6528a1f
- the status bars work as objects.
...
# Conflicts:
# source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
37024df405
- Status bar draw code is now identical with GZDoom's.
2020-10-31 13:20:00 +01:00
Christoph Oelckers
3a0c84d3ca
- split statusbar.cpp in two.
...
To keep Raze-exclusive content out of the main file that's about to be edited.
2020-10-31 13:19:59 +01:00
Christoph Oelckers
668c34d4c1
- ensure for all games that deleting a sprite unlinks all sounds from it.
...
This was only present in Duke but is needed for all games.
2020-10-29 00:08:06 +01:00
Christoph Oelckers
8bfb0b1e20
- do not dim the objects of the Exhumed background screen.
...
This was for dimming the console background but since the console already dims its background itself it made the background nearly opaque black.
2020-10-25 09:22:17 +01:00
Christoph Oelckers
f02cf7e067
- fixed issues with fog setup and added missing fog to Exhumed's red palette.
...
Foggy lookups should not attempt to calculate a fade ramp, that does not work if the color gets brighter with distance.
Fixes #143
2020-10-24 20:33:33 +02:00
Christoph Oelckers
ce03813ab1
- Exhumed: Fixed the invulnerability item.
...
Fixes #137
2020-10-24 18:03:06 +02:00
Mitchell Richters
d90badef6f
- Exhumed: Amend b6ec41e2b1
to ensure next/prev weapon is actually available before trying to switch to it.
...
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70266 .
2020-10-22 19:30:04 +11:00
Christoph Oelckers
db4f0d041e
- all iterators in Exhumed handled.
2020-10-15 20:22:40 +02:00
Mitchell Richters
fb91fc49a3
- processMovement(): Add commentary around avel constants used within function and how they came to be. Also clean up some left-over code.
2020-10-15 20:12:34 +11:00
Christoph Oelckers
0c95aee8f5
- some quick renames.
2020-10-15 01:34:28 +02:00
Christoph Oelckers
a34525574c
- Exhumed: Cleanup of RestartPlayer
...
Use pointers instead of endless array accesses to the same element.
2020-10-14 00:19:39 +02:00
Christoph Oelckers
df86a11d23
- fixed palette of Exhumed's game over screen.
2020-10-13 23:29:12 +02:00
Christoph Oelckers
99b4a64a67
- removed the PSPTwoDSetter
...
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
20248d8e08
- fixed a few CCMDs which were blocked in the console.
2020-10-12 19:48:47 +02:00
Mitchell Richters
b6ec41e2b1
- Exhumed: Make WeaponSel_Prev
/WeaponSel_Next
operable.
2020-10-12 22:31:57 +11:00
Christoph Oelckers
1757ef2aa6
- split the game input code off gamecontrol.cpp into its own file.
2020-10-11 16:33:43 +02:00
Christoph Oelckers
8e1c71b867
Merge branch 'InputContinuation'
2020-10-11 15:24:51 +02:00
Christoph Oelckers
f3f6bad1f8
- Exhumed: Wrapped the logo retrieval code into getter functions and removed the game type macros.
2020-10-11 14:30:45 +02:00
Christoph Oelckers
df42230b45
- Exhumed: converted all #define constants to enums.
2020-10-11 14:30:45 +02:00
Christoph Oelckers
51b48ca124
- Exhumed: removed most of the unused tile constants
2020-10-11 14:30:45 +02:00
Christoph Oelckers
5bb02f7bb0
- Exhumed: replace include guards with #pragma once.
2020-10-11 14:30:44 +02:00
Christoph Oelckers
fc54d98100
- Exhumed: Give all savegame handlers and action sequences unique names.
2020-10-11 14:30:41 +02:00
Christoph Oelckers
47e452f452
- fixed the real issue for the sound problems and reverted the last commit.
...
It was far more serious than a botched merge.
2020-10-11 13:44:23 +02:00
Mitchell Richters
372f0db28a
- Exhumed: Resolve sound issues following bad merge conflict resolve from b06a847d9a
.
2020-10-11 22:01:37 +11:00
Christoph Oelckers
ca288d08f4
- compile all files with script exports in the main project.
...
This hopefully gets around the failure to find these on on-Windows Builds.
2020-10-11 07:40:11 +02:00
Christoph Oelckers
fe2e96d3a6
Merge branch 'master' into InputContinuation
...
# Conflicts:
# source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers
b06a847d9a
Merge branch 'menu2'
...
# Conflicts:
# source/exhumed/src/sound.cpp
2020-10-10 19:03:29 +02:00
Christoph Oelckers
91e23b3ab5
- Exhumed: play the menu advance sound when starting a game
2020-10-10 13:30:23 +02:00
Christoph Oelckers
294a806793
- fixed some issues with prematurely terminated sounds.
2020-10-10 12:57:43 +02:00
Christoph Oelckers
db21d5e946
- took all script exports out of the namespaces.
...
It looks like GCC cannot deal with this - on MSVC it works fine.
2020-10-10 10:11:22 +02:00
Christoph Oelckers
16fd505f9a
- make sure that sfxinfo_t is always fully initialized by adding initializer values to all fields.
...
Let's hope this finally fixes those sound hiccups.
2020-10-10 09:47:00 +02:00
Christoph Oelckers
03e57fa3d7
- fixed Exhumed's game startup.
2020-10-09 23:58:34 +02:00
Christoph Oelckers
2f8284f10b
- added filler help and credit menus for Exhumed.
...
They should not be empty, so that they do not crash when opened from the console.
2020-10-09 00:21:06 +02:00
Christoph Oelckers
15eaf86f5a
- preparations for the image scroller menu.
2020-10-08 18:02:25 +02:00
Mitchell Richters
9bcdeae6cd
- InputPacket: Change q16avel
to avel
, changing type from fixed_t to float.
2020-10-08 14:47:30 +11:00
Christoph Oelckers
56eae0b42d
- got the basics working for Exhumed's main menu.
2020-10-08 00:21:07 +02:00
Mitchell Richters
3bc6777cf4
- Exhumed: Cut q16ang
/q16look_ang
/q16rotscrnang
over to PlayerAngle struct.
2020-10-08 08:08:40 +11:00
Christoph Oelckers
2bb38f7d67
- get load and save game menus and related CCMDs working again.
2020-10-07 18:32:57 +02:00
Mitchell Richters
fca846272e
- gamecontrol: Initial setup of PlayerAngle
struct and deployment within Duke.
...
* Struct made up of binangle class units.
* Create signed clone of binangle for use with look_ang and rotscrnang.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 23:13:29 +11:00