Christoph Oelckers
fbae41ee0a
- renamed the sprite variant of aiDamageSprite.
2021-10-09 23:08:43 +02:00
Christoph Oelckers
44b0e59127
- aiProcessDudes and aiInitSprite done, completing the main pass over ai.cpp.
2021-10-09 23:08:43 +02:00
Christoph Oelckers
fe92188b0c
- removed the dudeIsPlayingSeq variant taking a sprite parameter.
2021-10-09 23:03:09 +02:00
Christoph Oelckers
61d9cd1b17
- switched all aiPlay3DSound calls to use actors.
2021-10-09 23:02:40 +02:00
Christoph Oelckers
c8501f8ea6
- refactored aiSetTarget
2021-10-07 22:54:18 +02:00
carnivoroussociety
8dbd0f10d3
Refactored DUDEEXTRA struct and correctly init state
...
# Conflicts:
# source/games/blood/src/aiboneel.cpp
# source/games/blood/src/aicerber.cpp
# source/games/blood/src/aigarg.cpp
# source/games/blood/src/aighost.cpp
# source/games/blood/src/aitchern.cpp
2021-10-07 22:51:42 +02:00
Christoph Oelckers
8168c6f85c
- use the vel() wrappers in a few more places.
2021-10-07 22:48:08 +02:00
Christoph Oelckers
1732d206bd
- Blood: fixed flare gun no longer being able to set trees on fire.
...
Somehow a bad damage type got in here...
2021-09-18 20:13:05 +02:00
Christoph Oelckers
90091965ba
- replaced most occurences of target_i in already refactored code.
2021-09-17 20:49:27 +02:00
Christoph Oelckers
7a6629ce6a
- renamed XSPRITE::target to target_i.
...
This is to make searching for it easier as 'target' is a very common word in the source.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
a79d362b40
- dudeIsPlayingSeq + aiPlay3DSound.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
00d0099333
- removed a few compatibility wrappers.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
6a1ffca34f
- actCheckExplosion, removed array access from SEQ callbacks in actor.cpp and renamed the two which still had assembly names.
2021-09-17 20:49:25 +02:00
Christoph Oelckers
663ecc79d1
- actFireVector
2021-09-17 20:49:25 +02:00
Christoph Oelckers
d7078dda48
- actGetRespawnTime + actCheckRespawn.
2021-09-17 20:49:25 +02:00
Christoph Oelckers
6db18e61d9
- Blood: use a TArray for gPost and store actors as pointers.
...
This also does not need to be serialized because it gets cleared at the end of each game tick and will always be empty when saving is done.
2021-09-17 20:49:05 +02:00
Christoph Oelckers
4526f4149b
- actSpawnThing and actFireThing.
2021-09-16 00:11:20 +02:00
Christoph Oelckers
c5d7455317
- actSpawnDude.
2021-09-16 00:01:16 +02:00
Christoph Oelckers
f3e10a595d
- Blood: fixed pod fireballs not exploding.
...
Looks like something went wrong with cleaning out the broken code that once was here.
2021-08-27 13:25:01 +02:00
Christoph Oelckers
e010dce812
- Blood: fixed occasionally disappearing sprites when hitting something with the tesla gun.
2021-08-26 09:31:32 +02:00
Christoph Oelckers
9b061f9829
- Blood: fixed crash with Gargoyle projectiles.
...
Thanks, MSVC, for not warning about this... :(
2021-08-26 08:18:24 +02:00
Christoph Oelckers
1fbaeceada
- Blood: avoid double free of sprites.
...
This happened to me once in Death Wish.
2021-08-26 08:18:23 +02:00
Christoph Oelckers
c80831555c
- Blood: fixed broken missile collision checks.
...
Curse that stupid bit masking madness in clipmove. As long as this code isn't properly abstracted, we still need to handle it on the game side.
2021-08-25 08:47:40 +02:00
Christoph Oelckers
0cad0b9258
- reformatting the mess created by TortoiseMerge.
2021-08-25 08:46:31 +02:00
Christoph Oelckers
feb11a2f9a
- fixed one merge conflict that managed to slip through.
2021-08-23 19:24:56 +02:00
Christoph Oelckers
0e7c61dc33
- tabified code.
2021-08-23 19:21:41 +02:00
Christoph Oelckers
ac40e86ab2
- actSpawnSprite
...
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:20:05 +02:00
Christoph Oelckers
ebdb4927cc
- got rid of a few sprite/xsprite references.
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:19:36 +02:00
Christoph Oelckers
2cfb4f908e
- actProcessSprites done.
...
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:18:22 +02:00
Christoph Oelckers
7faebdcbf1
- first two loops of actProcessSprites split off and redone.
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:15:18 +02:00
Christoph Oelckers
ddcb12a8b2
- MoveMissile + actExplodeSprite.
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:15:08 +02:00
Christoph Oelckers
29c2e68270
- tabified MoveDude
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:13:29 +02:00
Christoph Oelckers
8c01c363a9
- replaced remaining access to sprite[] and xsprite[] in processed code.
...
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:13:28 +02:00
Christoph Oelckers
c1d52f7393
- replaced all occurences of gDudeExtra and moved that struct into DBloodActor.
...
# Conflicts:
# source/games/blood/src/ai.cpp
2021-08-23 19:13:28 +02:00
Christoph Oelckers
4fed1debe4
- moveDude part 1.
2021-08-23 19:13:28 +02:00
Christoph Oelckers
3aa9d6f8be
- MoveThing.
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:12:58 +02:00
carnivoroussociety
e74e581637
Fix issues with self collision on MoveMissile()
...
Only with new accurate clipmove() use
2021-08-23 18:40:38 +02:00
carnivoroussociety
72225c9b8c
Added various missing item/ammo types to common_game.h
...
Renamed kAmmoItemVoodooDoll->kItemAmmoVoodooDoll
Renamed kMissileFireballNapam->kMissileFireballNapalm
2021-08-22 17:49:02 +10:00
carnivoroussociety
44e6ccb3d4
Eliminate misused DemoRecordStatus usages
2021-08-21 20:29:01 +10:00
carnivoroussociety
28d7f0de58
Do not use accurate clipmove for flame missiles
...
Changes gameplay too much
2021-08-19 22:34:49 +10:00
carnivoroussociety
6d4a3243b7
Lower flame damage if using accurate clipmove
...
The eduke clipmove will cause a higher hit %, lower all flame damage from 8->3 to compensate with overall higher sprite hit result
2021-08-19 22:18:52 +10:00
carnivoroussociety
f0627fa6c2
enginecompatibilitymode -> enginecompatibility_mode
2021-08-19 20:44:13 +10:00
carnivoroussociety
0e0c4e692f
Set thing/missile to use accurate clipmove
2021-08-19 20:38:31 +10:00
carnivoroussociety
db9a413f21
Added new cl_bloodvanillaenemies CVAR
...
GetClosestSpriteSectors(): If newSectCheckMethod is set, then always test midpoints at least once
Use new CVAR for tiny Caleb/burning cultists/Cerberus fixes
Do not use new GetClosestSpriteSectors() fix for teslaHit() if vanilla explosions is set
Do not use GetClosestSpriteSectors() fix for enemies sight scanning if vanilla enemies is set
2021-08-19 14:26:53 +10:00
carnivoroussociety
6606f0bc5a
Improved GetClosestSpriteSectors() detection
...
Enables/disables new sector searching behavior for dude owned explosions
Added new CVAR cl_bloodvanillaexplosions
Swap ExplosBehavior menu settings
2021-08-18 15:52:15 +02:00
carnivoroussociety
a29303cde5
Don't trigger fall scream after player has died
2021-08-16 09:05:51 +02:00
carnivoroussociety
7ac662e0c8
Apply burning bypass to correct sprite type
2021-08-15 12:24:41 +02:00
carnivoroussociety
52025fce68
Fixed burning Caleb state
2021-08-15 12:24:41 +02:00
carnivoroussociety
cd88bb1a67
Fixed burning cultists switching type in water
...
Fixed glitched burning enemy state
Fixed burning Caleb using innocent burning sprite
2021-08-15 12:24:41 +02:00
nukeykt
adb9547ba9
Blood: fix impact sprite OOB issue
2021-07-26 19:19:41 +10:00