Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.
They need to be reset when level data gets set because the current value is used as base.
It was most easily observed at the start of the first level where the grave only would open after a lengthy delay - which was the play time of the last level being played.
This removes the special handling for it in the main loop.
Some functions and variables in the kill and secret managers were also given more meaningful names.
Fixes#313
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
This timer only gets incremented by the main game ticker when the playsim is running.
This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
Currently the bit fields are still separate and they have to be merged, but for now the added memory does not matter.
Having this structure in the common parts will allow work on consolidating the input code, though.
Whatever this was for it made that thing extremely unwieldy.
With these merged the resulting structure doesn't look much different from Duke's anymore.
Messing around in the file system cache should be a no-go, so now it's no longer done.
This also allows reenabling the byte swapping needed for Big Endian.
- Change damage scale and min firedist for Custom Dude.
- Remove unnecessary checks in callback of tracking condition.
- Fix picWidth() function.
- Better initialization of modern stuff.
- kModernSeqSpawner: disable all other spawners with same TX ID when enabling current.
- Fix: sceneQav was not playing if resurrected with COUSTEAU cheat.
- kModernPictureChanger: remove kModernFlag01 feature (deprecated).
- kModernSectorFXChanger: add flags to control where exactly light effect should appear.
- kModernCondition:
- add delay before sending command if condition is true.
- take in account state, so kCmdState and kCmdNotState is useful.
- fix wrong comparison result in some conditions.
- add new various conditions.
- kModernPlayerControl:
- fix start / stop playing qav scene when triggered with event command converted to sprite command.
- add a way to resurrect / heal player.
- add event commands to toggle inventory item status via trigger.
- fix that Remote and Proximity detonators cannot be given.
- add clear all screen effects option.
- proper percents for changing movement / jumping.
- kModernRandomTX, kModernSequentialTX: change event redirection mode activation from kModernTypeFlag02 to kCmdLink.
- kModernSpriteDamager: treat damage value as percents by default, take in account god mode.
- kModernEffectGen: fix wrong cstat for effects.
- kModernPropertiesChanger: proper underwater status for sectors and players or enemies in it.
- Players: assign or update current player's sprite index for all conditions.
# Conflicts:
# source/blood/src/nnexts.cpp
- Fix for custom health when respawning enemy
- Fix for custom dude when respawning it
- Conditions: added way to refresh sprite index in tracking conditions
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/dude.cpp
# source/blood/src/dude.h
- const-ify most tables in actor.cpp for documentation purposes.
- gVectorData cannot be made const because one single field in there gets modified by code. :?
- save the global data in nnexts.cpp.
- Touch trigger for walls fix
- It's possible to set custom clipdist for things (gModernMap only)
- Few tweaks for Custom Dude
- Player Control type fixes and updates
# Conflicts:
# platform/Windows/nblood.vcxproj
# source/blood/src/player.h
- Fix Custom Dude genIdle aistate
- Fix grown and shrink races
- Fix qav scene was not able to stop if sprite is locked
- Fix stupid error in gDefaultJump array
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/view.cpp
- Way better AI for Custom Dude when attacking the target
- Minor warning fixes and other updates
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/asound.cpp
# source/blood/src/gameutil.cpp
# source/blood/src/gameutil.h
# source/blood/src/player.h
# source/blood/src/triggers.h
- Player Control updates
- Minor modern types updates
- There was removed GDX prefix for all modern stuff
# Conflicts:
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/mapedit.cpp
# source/blood/src/player.h
# source/blood/src/sfx.h
- Added dynamic dispersion for custom dude
- Added dynamic attack distance for custom dude
- Added dynamic damage resistance scale for custom dude
- There was some refactor actions performed
- Added player RX channels for triggering the players
- Updates for modern types
- There was added player control modern type which can do a lot things. It's
still WIP
- Other updates and fixes mainly related to gModernMap
Note that your save games will be no longer compatible
# Conflicts:
# source/blood/src/actor.h
# source/blood/src/aiunicult.h
# source/blood/src/db.h
# source/blood/src/player.h
# source/blood/src/triggers.h
# source/blood/src/weapon.cpp
- Added QAV scene player (playing user animation instead of weapon)
- Added trigger event intiator for sprites (WIP and experimental)
# Conflicts:
# source/blood/src/actor.h
# source/blood/src/player.h
- AI: there is printing error message in conosole added (instead of dassert)
- Updates for Player Control modern type
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/actor.h
# source/blood/src/globals.cpp
# source/blood/src/globals.h
# source/blood/src/player.h
# source/blood/src/sound.cpp
# source/blood/src/triggers.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# source/blood/src/weapon.cpp
# source/blood/src/weapon.h
- Added names for sprite, wall and sector types
- Added gModernMap protection for using new features only on different version of map
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/callback.cpp
# source/blood/src/callback.h
# source/blood/src/triggers.h
- Added names for system RX/TX channels
- Detect if map requires new features to work properly via special TX and command
- Effect Gen update
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/eventq.h
# source/blood/src/triggers.cpp
# source/blood/src/triggers.h