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5067 2127d 4h terminx /polymer/eduke32/source/actors.c "Stylistic changes"

Translation: I made some stuff const because I felt like it.
5021 2158d 6h helixhorned /polymer/eduke32/source/actors.c actors.c: make Enforcers and Troopers avoid ST1 sectors as in Duke3D.

That is, resurrect the stayput condition for LIZMAN and non-flying
LIZTROOP, but only if changing from a non-ST1 sector. DONT_BUILD.
4981 2167d 23h terminx /polymer/eduke32/source/actors.c More twalltype  
4974 2170d 9h helixhorned /polymer/eduke32/source/actors.c actors.c: style-cleanup A_MoveSpriteClipdist(). DONT_BUILD.  
4898 2198d 23h terminx /polymer/eduke32/source/actors.c Revise C++ structure trackers for performance and introduce "tspritetype", for temporary sprites or other usages where using the trackers would be invalid or undesired. DONT_BUILD.  
4863 2212d 7h helixhorned /polymer/eduke32/source/actors.c actors.c: replace hard-coded list with missing check for SFLAG_NODAMAGEPUSH.

In A_RadiusDamage(). The code snippet that is disabled for such actors
increases the damaged actor's .xvel by (4 times the) damage amount and
is responsible for the strange effect of enemies becoming faster TOWARDS
the player on being hit with an RPG frontally.

Thanks to Fox for a keen eye.
4843 2214d 11h helixhorned /polymer/eduke32/source/actors.c Tweak the behavior of viewscreens to what is more logical IMO.

- At a given time, at most one viewscreen may display TILE_VIEWSCR, namely
that one which is g_curViewscreen
- sync kinds of distance to compare against VIEWSCREEN_ACTIVE_DISTANCE (was
Manhattan vs. dist(), now both the latter)
- fix resetting to VIEWSCREEN tile when player is greater from it than that
distance. When the player is closer to it again, it is *not* reset to
- more sync'd g_curViewscreen and sprite[i].yvel (for 'i' being the viewscreen

Note: in a multiplayer context, this needs to be thought about once more.
4831 2219d 12h helixhorned /polymer/eduke32/source/actors.c Minor cleanup around security cameras / viewscreens. DONT_BUILD.

The only semantic change is that an out-of-sync instance of a distance to
check (viewscreen sprite <-> player sprite) is changed in
actors.c:G_MoveStandables(), from 2048 (as in Duke3D 1.5) to 8192, now
represented by the define VIEWSCREEN_ACTIVE_DISTANCE. I have not yet observed
any change in behavior regarding this change (but there ought to be one).

Also, in DNCOORDS display, print 'totalclock' count, too.
4747 2248d 16h terminx /polymer/eduke32/source/actors.c Part 1 of attempting to adhere to C standard section 7.1.3. It turns out it's illegal to use identifiers that begin with _ or have __ anywhere in them. DONT_BUILD.  
4745 2248d 16h terminx /polymer/eduke32/source/actors.c Mainly misc cleanups (and a fix for the C++ build), but there are a few important changes in here.

VM_OnEvent() has become VM_OnEvent(), VM_OnEventWithReturn(), VM_OnEventWithDist(), and VM_OnEventWithBoth() (the latter of which is only ever used once...). Of course, this required every call to VM_OnEvent() be changed.

memberlabel_t and vmstate_t have been changed to use the regular "int" type versus explicitly specifying int32_t as they did previously. The rationale for this change is simply that it looks cleaner, and I think we should move toward just using "int" in most cases where there's no particular reason to specify an explicit data type.

Also changes CON_KILLIT to just "return" instead of "continue". DONT_BUILD.
4741 2248d 16h terminx /polymer/eduke32/source/actors.c Fix up conveyor belts. This fixes breakage of the movement in general, as well as corrects the general behavior of the effect so that a player on a moving surface is moved at a constant rate, regardless of whether the player crouches, is shrunk, etc. DONT_BUILD.  
4703 2272d 11h terminx /polymer/eduke32/source/actors.c Clean up some player code a bit... make bobposx/bobposy a vec2_t, make fricxv/fricyv a per-player vec2_t (TODO: CON access), promote angvel in input_t to int16_t and allow for player angle changes that result in odd numbered angles (we were effectively artificially limiting the angle to 1024 values before), fix some HUD model ID stuff that should help with the weapons in the HRP, clean up a bunch of random functions (P_FireWeapon(), P_DisplayTip(), P_DisplayAccess(), P_DisplayWeapon(), P_GetInput(), etc). Also clean up G_SetupFilenameBasedMusic() to loop through flac/ogg/mid when searching for usermap music replacements. Some of this really needs a BYTEVERSION bump, but these commits aren't for synthesis to build so we're not doing it yet. DONT_BUILD.  
4699 2272d 11h terminx /polymer/eduke32/source/actors.c More EDUKE32_PREDICT_FALSE, mostly in OSD_Printf(OSD_ERROR...) cases  
4680 2277d 1h terminx /polymer/eduke32/source/actors.c Another 5000 lines of pain and tears. DONT_BUILD.  
4658 2277d 1h terminx /polymer/eduke32/source/actors.c Various additional optimizations: add CLASSIC_SLICE_BY_4 mode to unroll some of the loops in a-c, replace integer divisions by a divisor unknown at compile time with usage of libdivide, clean up pragmas further by removing more old stuff that wasn't used anywhere. This is another one of those nasty commits that make people cry. DONT_BUILD.  
4654 2277d 1h terminx /polymer/eduke32/source/actors.c Fix up some incorrect PWEAPON macro usage  
4650 2277d 1h terminx /polymer/eduke32/source/actors.c Tie a few random things previously hardcoded to p->curr_weapon == KNEE_WEAPON to curr_weapon being a weapon with a workslike of KNEE_WEAPON instead, and do the same with stuff hard coded for HANDREMOTE_WEAPON  
4623 2302d 0h terminx /polymer/eduke32/source/actors.c More Polymost cleanup, also consolidate tilesizx and tilesizy into a single tilesiz vec2_t to ensure both x and y are always in the same cache line. I may add a new vec2_16t later. Still need to take care of emulating the old flat array for the sake of CON access.  
4590 2324d 10h helixhorned /polymer/eduke32/source/actors.c Lunatic: add actor.move() static function and documentation stub.  
4541 2373d 19h hendricks266 /polymer/eduke32/source/actors.c Replace the funkily-formatted GNU.TXT with the FSF's official gpl-2.0.txt. Also, update the FSF's address in all source files that contain it.


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