Rev |
Age |
Author |
Path |
Log message |
Diff |
5065 |
2126d 12h |
terminx |
/polymer/eduke32/source/game.c |
Remove WeaponChoice* from eduke32.cfg and transition setting to "wchoice" cvar. This commit also removes an Android hack and changes the order of some of the in-game "F" key handling, just because it bugged me that some of them were out of order. |
|
5057 |
2127d 6h |
hendricks266 |
/polymer/eduke32/source/game.c |
Modify the modern mini-HUD so that:
1. Instead of the Mighty Foot using the Protective Boots inventory item as its icon, display no icon at all.
2. Adjust the ammo icon so that it is drawn at one-quarter size if its y-size is >=50 instead of >50. This fixes the display of Water Pistol Ammo in Duke Caribbean. |
|
5054 |
2141d 5h |
hendricks266 |
/polymer/eduke32/source/game.c |
Replace the drawing code for the level stats with nearly equivalent code that can be much more easily reproduced in CON. |
|
5052 |
2141d 13h |
hendricks266 |
/polymer/eduke32/source/game.c |
Amend r5048 to also reset ototalclock and lockclock, and to reset all three at the top of G_PlaybackDemo. |
|
5048 |
2142d 5h |
hendricks266 |
/polymer/eduke32/source/game.c |
Reset totalclock to zero for each MAIN_LOOP_RESTART. |
|
5047 |
2142d 5h |
hendricks266 |
/polymer/eduke32/source/game.c |
CON: Add EVENT_DISPLAYROOMSCAMERA and EVENT_DISPLAYSTART.
EVENT_DISPLAYROOMSCAMERA functions exactly like EVENT_DISPLAYROOMS, including RETURN values, but for the ud.camerasprite >= 0 case.
EVENT_DISPLAYSTART is executed immediately after the screen background is cleared and drawn. Ensure its RETURN value is zero, because it is currently not being used.
WARNING: Consult the devs before using EVENT_DISPLAYSTART. Its position in the display code sequence is not finalized. |
|
5046 |
2142d 5h |
hendricks266 |
/polymer/eduke32/source/game.c |
CON: Add EVENT_DISPLAYCAMERAOSD. Set RETURN to -1 to disable it.
From this event, if "getactor[THISACTOR].htg_t 0" is zero, then the camera is functional. Nonzero values indicate the camera has been destroyed, which is only possible when the CAMERASDESTRUCTABLE parameter of gamestartup has been enabled. |
|
5045 |
2142d 5h |
hendricks266 |
/polymer/eduke32/source/game.c |
CON: Add EVENT_DISPLAYLEVELSTATS. Set RETURN to -1 to disable them. |
|
5042 |
2142d 5h |
hendricks266 |
/polymer/eduke32/source/game.c |
Restore the shade of a tiled MENUTILE to 8, rather than 16. |
|
5020 |
2158d 15h |
helixhorned |
/polymer/eduke32/source/game.c |
Stick update of 'totalclocklock' at beginning of G_DrawRooms() instead of drawrooms().
This fixes engine-side sprite animation in the following scenario: CON code
wants to draw a scene from EVENT_DISPLAYREST, but since it covers the whole
screen, disables the drawing of the 3D scene beforehand (RETURN set to 1 from
EVENT_DISPLAYROOMS). DONT_BUILD. |
|
5007 |
2164d 1h |
hendricks266 |
/polymer/eduke32/source/game.c |
Amend previous commit. DONT_BUILD. |
|
5006 |
2164d 1h |
hendricks266 |
/polymer/eduke32/source/game.c |
Fix an assertion failure with NETCODE=0. DONT_BUILD. |
|
4997 |
2167d 7h |
terminx |
/polymer/eduke32/source/game.c |
A whole bunch of mostly insignificant changes that didn't deserve separate commits. DONT_BUILD. |
|
4989 |
2167d 7h |
terminx |
/polymer/eduke32/source/game.c |
More Android changes. DONT_BUILD. |
|
4987 |
2167d 7h |
terminx |
/polymer/eduke32/source/game.c |
Animation system overhaul part 1. This allows for an unlimited number of .anm/.ivf files to be defined via duke3d.def and played back at any time with the new CON commands. Syntax is currently as follows, but may change:
cutscene "somefile.anm" { delay 10 } // defines somefile.anm with a delay of 10 120Hz tics between frames. a more typical framerate method may come later, but this is how the originals worked.
Once defined, they can be played through CON with the new playback command, also called "cutscene". It works like this:
definequote 12345 somefile.anm
define ANIM_SOMEFILE 12345
...
cutscene ANIM_SOMEFILE // halts game execution and immediately plays cutscene, resuming execution when finished
...
Sounds can be played during animations (and tiles can be overlaid, etc) like this:
onevent EVENT_CUTSCENE
ifcutscene ANIM_SOMEFILE
{
ifvare RETURN 12 // frame 12
sound FLY_BY
rotatesprite ...
}
endevent
The value of the RETURN var at the end of EVENT_CUTSCENE determines the next frame to play. This can be used for looping, etc. Attempting to play animations backwards outright is not advised as animations only seek in one direction (so rewinding requires running it through from frame 0 again). This is will WIP and hasn't been heavily tested at all, so please try it out. |
|
4986 |
2167d 7h |
terminx |
/polymer/eduke32/source/game.c |
Minor sound cleanup... clean up crappy old code, remove obsolete "FXDevice" and "MusicDevice" variables, etc. |
|
4982 |
2167d 7h |
terminx |
/polymer/eduke32/source/game.c |
Macro for handling ud.bgstretch. DONT_BUILD. |
|
4972 |
2169d 18h |
helixhorned |
/polymer/eduke32/source/game.c |
CON: Amend retrieval of STR_*TIME for qgetsysstr, fixing LunaCON and possible oob.
- Add declarations of C functions to defs.ilua, names to dynsymlist,
fix typo in con_lang.lua, ffi.string() calls in control.lua
- Assert that G_LastMapInfoIndex() is always called with ud.last_level >= 1.
(A stricter requirement than necessary to prevent follow-up oob accesses, but
logically the most meaningful.)
- In G_PrintParTime() and G_PrintDesignerTime(), return "<invalid>" if the above
does not hold. This can happen from EVENT_NEWGAME, for example. Add a test to
lunatic/test/qgetsysstr.con. DONT_BUILD. |
|
4968 |
2170d 5h |
hendricks266 |
/polymer/eduke32/source/game.c |
Factor out generation of strings for time values in the bonus screen. This involves the creation of ud.playerbest. |
|
4965 |
2170d 19h |
helixhorned |
/polymer/eduke32/source/game.c |
Classic: fix underallocation of TILE_TILT and tilting at very small resolutions.
Since TILE_TILT is only allocated once, it must be done with the maximum
possible size. |
|