Christoph Oelckers
40b22a90e9
- Blood: cleaned out some crutches needed to deal with the broken vanilla savegame code.
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Raze has fixed its savegame format so that it can fully restore a game session from it.
As a result, nnExtInitModernStuff was never called with 'saveload' set to true and none of this code ever executed.
2021-11-29 00:55:00 +01:00
Christoph Oelckers
c40266625b
- moved gInterpolateSprite into DBloodActor
2021-11-29 00:55:00 +01:00
Christoph Oelckers
fb95f0fff7
- store an actual actor pointer in PLAYER.
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# Conflicts:
# source/games/blood/src/player.cpp
2021-11-29 00:54:58 +01:00
Christoph Oelckers
4e1e9ca0c9
- proper actor managements in SEQINST.
2021-11-29 00:53:56 +01:00
Christoph Oelckers
6a8f59e991
- removed remaining direct access to the velocity arrays.
2021-11-29 00:53:52 +01:00
Christoph Oelckers
5f56423e88
- nnExtEraseModernStuff
2021-11-06 17:19:24 +01:00
Mitch Richters
059a99f7c8
- Blood: Remove costable[]
.
2021-10-30 10:24:16 +02:00
Mitchell Richters
1ee6fd76c4
Merge branch 'blood-qavrework'
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# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
# source/games/blood/src/weapon.cpp
2021-08-23 11:02:09 +10:00
Mitchell Richters
24fbaa527c
- Blood: Re-time weapon and scene QAV code based on reworked timer and QAV struct code.
2021-08-18 20:00:44 +10:00
Christoph Oelckers
adf9747e5b
- Blood: removed redundant STAT_Update call in StartLevel.
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This was killing the level times for the 'printstats' display.
2021-08-17 23:44:46 +02:00
Mitchell Richters
17b2154e9a
- Blood: Expose legacy 1.0 weapon handling game option as a CVAR.
2021-08-03 00:47:05 +10:00
Mitchell Richters
33845c4a23
- Add skill
CCMD to return player's current skill, while also being able to set skill for next game.
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* Fixes #332 .
2021-07-20 18:50:58 +10:00
Christoph Oelckers
b06ad5c77f
- Blood: fixed order of initialization for voxels.
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Just like Shadow Warrior it needs to load its voxel table before .def files.
2021-07-13 12:11:17 +02:00
Christoph Oelckers
0f7d3d0cbb
- streamlined and fixed game startup with '-map' option.
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* Blood: Initialize global pointers in app_init so that they are not NULL.
* consider Mapinfo data when checking for a given level name.
* removed redundant level name output.
2021-06-26 10:11:50 +02:00
Christoph Oelckers
454816299e
- reorganized loading of textures.
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Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.
All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00
Christoph Oelckers
e10bcf6294
- split the screen job code into a generic and a Raze specific part.
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Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
5ee4bc5cca
- Blood: handle title screens so that mods changing the original one still display it.
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The rules are:
* If CRC of tile 2518 has changed, use that.
* If CRC of tile 2046 has changed, use that.
* If tile 2518 is not present, use tile 2046
* otherwise use tile 2518.
This allows display of Cryptic Passage's title screen while still using the "with Plasma" version for the regular game.
2021-05-19 00:07:50 +02:00
Christoph Oelckers
778378fd5c
- scriptified version of Blood's status bar compiles.
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Not tested yet.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
d097c8e635
- removed the non-functional and long abandoned level music alias feature.
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With RMAPINFO such a hack is no longer needed for anything.
2021-05-12 21:48:40 +02:00
Christoph Oelckers
0db8fc6163
- removed UNREFERENCED_PARAMETER macro.
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Using C++ standard of not naming such parameters instead.
2021-05-03 19:10:53 +02:00
Christoph Oelckers
7d77b2315f
- merged the few remaining contents of mmulti.h into d_net.h
2021-05-03 19:01:00 +02:00
Christoph Oelckers
8003ab6fa3
Merge branch 'scriptable_cutscenes' into newrenderer
2021-05-02 22:37:46 +02:00
Christoph Oelckers
a1381c0ff2
- fixed Blood cutscene setup to avoid dependency on the sound code initialization.
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It now only stores the sound name or ID but not the internal index which is only looked up when needed.
2021-05-02 18:10:59 +02:00
Christoph Oelckers
e9385ed4e8
- adapted Blood to the new level progression features and simplified several parts, particularly the clumsy retrieval of the next level.
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Some cheats in Duke will not work correctly with this commit!
2021-05-02 09:08:57 +02:00
Christoph Oelckers
f732d4ec64
- added MAPINFO parser, based on GZDoom's.
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This isn't hooked up yet, but all necessary structures and fields have been added so that selected pieces can be tested.
2021-05-01 22:52:28 +02:00
Christoph Oelckers
eaf5e1fba5
- Cutscene support in Blood.
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Intro tested, rest to do.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
0dc6980e5c
- made episode intro cutscenes a game independent feature.
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So far only defined for Duke E4 but all the logic is outside the game code now and can be universally handled.
2021-04-30 20:08:33 +02:00
Christoph Oelckers
1166b00af2
- switched intro movie playing over to the new system
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Not tested yet.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
dc8b72b2ce
Merge branch 'master' into newrenderer2
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# Conflicts:
# source/games/duke/src/actors.cpp
# source/games/duke/src/hudweapon_d.cpp
# source/games/duke/src/hudweapon_r.cpp
# source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00
Christoph Oelckers
61a6321cd6
- Exhumed: Change map command to start the level directly without going through the scrolling map.
2021-04-15 18:55:54 +02:00
Christoph Oelckers
e30dc82676
- Cleanup of the voxel code.
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* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Christoph Oelckers
13bbf0a4f9
- sector portals in RRRA are working.
2021-03-24 23:55:10 +01:00
Christoph Oelckers
9f36ef69e6
- fixed variable name clash caused by viewUpdateShake's global variables.
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removed the redundant call in the Ticker, because all its results are discarded.
Use arguments instead of global variables to pass data around.
2021-03-21 08:58:38 +01:00
Mitchell Richters
2abda0e27d
- All Games: Migrate each game's clock counter to backend solution.
2021-02-18 21:47:33 +11:00
Christoph Oelckers
fc11f537f7
- project cleanup
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* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00