Commit graph

12810 commits

Author SHA1 Message Date
Christoph Oelckers
f7fafabba0 - reordered walltype to reduce its size. 2022-11-15 15:54:21 +01:00
Christoph Oelckers
42e02d2956 - eliminated firstWall as well. 2022-11-15 15:44:33 +01:00
Christoph Oelckers
5798fa067f - cleaned up all -> accesses through firstWall(). 2022-11-15 15:33:35 +01:00
Christoph Oelckers
af60408e63 - sector wall access cleanup.
lastWall was only used twice and firstWall() + index can be done better now.
2022-11-15 15:31:52 +01:00
Christoph Oelckers
7d9a4ea70d - eliminated wallsofsector. 2022-11-15 15:24:17 +01:00
Christoph Oelckers
84b17a8a53 - eliminate wall_count. 2022-11-15 14:59:28 +01:00
Christoph Oelckers
bfae5ce1bc - use a TArrayView to store the wall references in a sector.
This is a lot more scripting friendly than hacking around the indices.
2022-11-15 14:53:39 +01:00
Christoph Oelckers
9a676ffba6 - use local variables for wall_index wherever possible. 2022-11-15 14:15:46 +01:00
Christoph Oelckers
34333302f9 - wrapped all reading wallptr references. 2022-11-15 12:37:14 +01:00
Christoph Oelckers
0b75f19da5 - use wallsofsector in clipmove. 2022-11-15 12:31:15 +01:00
Christoph Oelckers
c23db8ea35 - wrapped all reads of sectortype::wallnum and renamed all other wallnum variables. 2022-11-15 12:21:21 +01:00
Christoph Oelckers
b7a7584059 - renamed wallnum and sectnum functions.
These were creating a lot of search noise because local variables had the same name.
2022-11-15 12:03:44 +01:00
Christoph Oelckers
a2683559ce - refactored Duke's cactus. 2022-11-15 10:44:06 +01:00
Christoph Oelckers
ad7cf290d2 - restricted use of gs.firstdebris to the only place where it is really needed.
Also no script export for this, it is only needed for converting CON parameters to propr indices.
2022-11-15 08:28:05 +01:00
Christoph Oelckers
d253468b22 - scriptified the scraps.
A Duke-ish mess of epic proportions.
2022-11-15 00:06:21 +01:00
Christoph Oelckers
94a13118b3 - handle nofloorpal for CallAnimate overrides. 2022-11-15 00:06:21 +01:00
Christoph Oelckers
3bc34ec773 - fix last commit.
One change got lost by the update.
2022-11-14 23:50:30 +01:00
Christoph Oelckers
6e49f0bf8f - Backend update from GZDoom.
Bone model support in GLES and ZScript quaternions.
2022-11-14 19:46:25 +01:00
Christoph Oelckers
c94d2fb3d0 - made DDukeActor::movflag unsigned.
Due to the values it holds it cannot be a signed short as this would wrap around to something negative.
2022-11-14 19:25:28 +01:00
Christoph Oelckers
e867c4603f - Duke: fixed issues with CON-based movement.
Bad integer divisions and one incorrect check for X instead of Z.
2022-11-14 18:48:31 +01:00
Christoph Oelckers
5aac77784a - fix construction of FActorInfo.
For some reason this lost the copy constructing part from GZDoom resulting in bad data.
2022-11-14 18:15:58 +01:00
Christoph Oelckers
5fea500f92 - flammable actors scriptified. 2022-11-14 16:31:45 +01:00
Christoph Oelckers
190fd1827e - scriptified Dukes water fountain.
That's this thingy in the first corridor of E2L1.
2022-11-14 12:10:13 +01:00
Christoph Oelckers
ef6c39ec55 - added a CVAR that allows drawing any tile to the top of the screen.
For quick examination of tiles.
2022-11-14 12:08:02 +01:00
Christoph Oelckers
cbf47b4dee - added a 'Sum()' intrinsic to the vectors. 2022-11-14 12:07:51 +01:00
Christoph Oelckers
306db376d9 - added script exports for 'spawn' and 'lotsofglass' and made the spawn variant using class names operational. 2022-11-14 10:30:59 +01:00
Christoph Oelckers
317968c45a - exported DukeGameInfo.
Only the parts that can be considered stable.
2022-11-14 10:25:17 +01:00
Christoph Oelckers
ced22bb0a8 - added onUse virtual to DukeActor. 2022-11-14 10:22:22 +01:00
Christoph Oelckers
36f753df8f - RR: fixed weapon switching code. 2022-11-13 19:47:10 +01:00
Christoph Oelckers
f23ddc28f0 - Duke: scriptified the crane 2022-11-13 18:55:32 +01:00
Christoph Oelckers
660c546266 - actor interface fixes. 2022-11-13 18:51:23 +01:00
Christoph Oelckers
e62b79c7c9 - allow 'nullptr' in ZScript.
This makes it a lot easier to port C++ code.
2022-11-13 12:20:00 +01:00
Christoph Oelckers
9bf3642cb8 - named the scrap sprites. 2022-11-13 11:51:44 +01:00
Christoph Oelckers
e3aa1da175 - CallOnanimate 2022-11-13 11:50:28 +01:00
Christoph Oelckers
ba016c7c3a - added CallOnHit and named spawn. 2022-11-13 10:30:52 +01:00
Christoph Oelckers
bab750c156 - MAXCRANES is obsolete 2022-11-13 10:21:09 +01:00
Christoph Oelckers
9d1ddb72d4 - added some texture names. 2022-11-13 10:13:49 +01:00
Christoph Oelckers
48d1367a7e - added some VM exports for DukePlayer 2022-11-13 08:59:08 +01:00
Christoph Oelckers
53e43d6d1e - CoreActor setposition natives. 2022-11-13 08:59:07 +01:00
Christoph Oelckers
de51b65ead - reimplemented Duke's scripted actor iterators in a more lightweight fashion.
This now works without allocating garbage collected objects.
2022-11-13 08:59:07 +01:00
Christoph Oelckers
c32a695384 - DukeActor scriptification framework. 2022-11-13 08:55:20 +01:00
Christoph Oelckers
166235027c - Backend update from GZDoom
adding some intrinsics to ZScript.
2022-11-13 08:32:09 +01:00
Christoph Oelckers
8806fb930b - Backend update from GZDoom
* Vector 4 in zscript
* garbage collector fixes
2022-11-12 10:45:39 +01:00
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
Christoph Oelckers
ac4be79e96 - implemented cl_weaponswitch for Duke. 2022-11-12 09:34:08 +01:00
Mitchell Richters
0033826544 - Allow proper setting of progdir for SDL targets. 2022-11-12 11:26:05 +11:00
Christoph Oelckers
800e7939b8 - fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
All this tells is that the gameplay was halted. Sound was not stopped when the user either minimized or tabbed away in the in-game menu.
2022-11-11 18:40:36 +01:00
Mitchell Richters
bd5d96df10 - Duke: Fix chaingunner spit velocity that was still in fixed point.
* Fixes #742.
2022-11-11 21:34:23 +11:00
Mitchell Richters
60366d298e - Duke: Use player's pitch sine rather than tangent when throwing a pipebomb while crouched.
* Maintains the feel of the weapon by having the pipebomb roll along the ground.
* Sign of sine is correct and allows for an expected throw behavior when looking up/down unlike original code.
* Prevents an infinite tangent value from messing things up.
2022-11-11 21:10:41 +11:00
Christoph Oelckers
cfb9ebf8e5 - fixed bad velocity assignment in DoLaser, causing an endless loop. 2022-11-10 10:00:44 +01:00