Christoph Oelckers
f70b8e88f1
- makesparks
2021-11-21 16:04:15 +01:00
Christoph Oelckers
930506c283
- bats, warpfxsprite.
2021-11-21 16:04:14 +01:00
Christoph Oelckers
9060f423d1
- makeasplash, makemonstersplash.
2021-11-21 16:04:14 +01:00
Christoph Oelckers
7fed546ee7
- animateobjs BROKENVASE, FX.
2021-11-21 16:04:14 +01:00
Christoph Oelckers
3efe10e9c3
- animateobjs BLOOD, DEVILFIRE, DRIP, SMOKE, EXPLO
2021-11-21 16:04:14 +01:00
Christoph Oelckers
27315f667b
- animateobjs CHUNKOMEAT, CHUNKOWALL
2021-11-21 16:04:14 +01:00
Christoph Oelckers
2393fe6fc6
- animateobjs JAVLIN loop
2021-11-21 16:04:14 +01:00
Christoph Oelckers
88842d8e96
- animateobjs "new missile code"
2021-11-21 16:04:13 +01:00
Christoph Oelckers
95b4c60e44
- animateobjs PUSH, DORMANT, ACTIVE
2021-11-21 16:04:13 +01:00
Christoph Oelckers
c1ef05b7a0
- animateobjs FALL, SHOVE
2021-11-21 16:04:13 +01:00
Christoph Oelckers
602a92fbfa
- animateobjs MASPLASH, SHATTER, FIRE
2021-11-21 16:04:13 +01:00
Christoph Oelckers
f44465f1a9
- animateobjs LIFT UP / DN
2021-11-21 16:04:13 +01:00
Christoph Oelckers
b5704131eb
- animateobjs FLOCK block
2021-11-21 16:04:13 +01:00
Christoph Oelckers
81bd4f14ae
- animateobjs first part.
2021-11-21 16:04:12 +01:00
Christoph Oelckers
6ebb2d7601
- swingdacrunch
2021-11-21 16:04:12 +01:00
Christoph Oelckers
7391537aad
- the final spawns in shootgun
2021-11-21 16:04:12 +01:00
Christoph Oelckers
fd3e63b43c
- yet again3 spawns in shootgun
2021-11-21 16:04:12 +01:00
Christoph Oelckers
60c69cf115
- 3 more spawns in shootgun
2021-11-21 16:04:12 +01:00
Christoph Oelckers
79fb028c62
- first 3 spawns in shootgun
2021-11-21 16:03:40 +01:00
Christoph Oelckers
1e3c1fe79d
- hitinfo stuff in shootgun
2021-11-21 11:58:19 +01:00
Christoph Oelckers
ff3f274963
- sprite[]in nukespell.
2021-11-21 11:56:19 +01:00
Christoph Oelckers
2c67b74dab
- some more gron stuff.
2021-11-21 11:55:21 +01:00
Christoph Oelckers
58259d745b
- sprite[] in aijudy.cpp
2021-11-21 11:53:43 +01:00
Christoph Oelckers
5cc35461ea
- sprite[] in gron.cpp
2021-11-21 11:53:04 +01:00
Christoph Oelckers
f218b81b05
- deaddude
2021-11-21 11:50:21 +01:00
Christoph Oelckers
bd3346b231
- chasegonzo
2021-11-21 11:50:00 +01:00
Christoph Oelckers
fceb887525
- checkexplgoblin
2021-11-21 11:49:21 +01:00
Christoph Oelckers
a609a2e5a4
- firebreath
2021-11-21 11:48:59 +01:00
Christoph Oelckers
bf0087083c
- attack() sprite[] replacements
2021-11-21 11:48:01 +01:00
Christoph Oelckers
62eb333834
- skullycastspell.
2021-11-21 11:47:07 +01:00
Christoph Oelckers
9f6fc6ef1a
- castspell sprite[] replacements.
2021-11-21 11:46:36 +01:00
Christoph Oelckers
2a1a175305
- fixed compilation.
2021-11-12 11:26:00 +01:00
Christoph Oelckers
7ba152e588
Merge branch 'master' into whaven
...
# Conflicts:
# source/core/gameinput.h
# source/core/version.h
# source/games/exhumed/src/enginesubs.cpp
# source/games/sw/src/game.cpp
2021-11-12 11:19:23 +01:00
Christoph Oelckers
01deb13694
- SW: fixed NORM_xxx macros
...
kHitIndexMask already has the -1 considered, it is 0x3fff.
2021-11-12 11:09:24 +01:00
Christoph Oelckers
401f3cf1d7
- Blood: removed unused CSectorListMgr class.
2021-11-11 23:48:19 +01:00
Christoph Oelckers
9b21233c98
- little bit of cleanup
2021-11-11 23:47:26 +01:00
Christoph Oelckers
5a6d4f88d5
- Exhumed: eliminate all remaining MAXSECTORS references
2021-11-11 23:46:50 +01:00
Christoph Oelckers
794c4483ca
-Exhumed: better handling of BuildNear/BelowNear.
...
BuildNear was only called right before calling BelowNear - now both functions are merged and use the global GlobalSectorList array for storage.
Since the data in this is local to this function it is also unnecessary to write it out to a savegame as it will get recereate each time before it is used.
2021-11-11 23:45:59 +01:00
Christoph Oelckers
d70e76e5c6
- Exhumed: use dynamic arrays for the palette backup in DrawView.
2021-11-11 23:34:03 +01:00
Christoph Oelckers
2e3c212444
- Duke: moved the temtempsector* arrays into the only function using them
2021-11-11 23:32:49 +01:00
Christoph Oelckers
8f19dc12d8
- SW: code/data pointer saving cleanup.
...
* a large number of code pointer records were removed because none of these functions ever gets assigned to a pointer
* instead of looking up entries by index, do it by name. This is far less fragile and will survive deeper refactoring. The old storage by table index will break as soon as a single entry gets removed.
Since the old savegames got broken due to this problem recently it was a good time to change the setup.
2021-11-11 23:28:28 +01:00
Christoph Oelckers
f109f6c857
- Duke/RR: fixed two bad assignments to wall 0.
2021-11-11 21:58:15 +01:00
Christoph Oelckers
2164d244d2
- SW: removed 3 unused global arrays.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
25a6774540
- SW: got rid of MAXWALLS.
...
Only places left are declarations of global arrays.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
b6579809ad
- SW: eliminated all remaining MAXSECTORS references, except static array declarations.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
75e2d801a7
- SW: only check valid sectors for SecUser entries.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
6bd239c5b7
- SW: use the global sector list in PreMapCombineFloors
2021-11-11 21:58:14 +01:00
Christoph Oelckers
a79f7a3784
- SW: use a dynamic array to track already visited sectors in TraverseBreakableWalls.
2021-11-11 21:57:55 +01:00
Christoph Oelckers
cc16c02baa
- fixed BitArray constructor.
2021-11-11 21:55:46 +01:00
Christoph Oelckers
642088ed80
- let ValidateSprite print better messages when developer mode is set to warning and also call it for Blood.
2021-11-11 21:28:53 +01:00