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Rev Age Author Path Log message Diff
4986 2282d 2h terminx /polymer/eduke32/source/game.h Minor sound cleanup... clean up crappy old code, remove obsolete "FXDevice" and "MusicDevice" variables, etc.  
4968 2284d 23h hendricks266 /polymer/eduke32/source/game.h Factor out generation of strings for time values in the bonus screen. This involves the creation of ud.playerbest.  
4945 2298d 19h hendricks266 /polymer/eduke32/source/game.h Add events EVENT_DISPLAYINACTIVEMENU and EVENT_DISPLAYINACTIVEMENUREST and userdef members m_origin_x and m_origin_y.

This allows for CON screen display code to use menu animations. The following is an example of how to adapt screen features that should animate.


ifvare current_menu 0 // main menu
setvar x 1
setvar y 1
rotatesprite x y zoom ang tilenum shade pal orientation 0 0 xdim ydim


state DisplayMenuCommon
ifvare RETURN 0 // main menu
getuserdef[THISACTOR].m_origin_x x
getuserdef[THISACTOR].m_origin_y y
addvar x 65536
addvar y 65536
rotatesprite16 x y zoom ang tilenum shade pal orientation 0 0 xdim ydim

onevent EVENT_DISPLAYMENUREST state DisplayMenuCommon endevent
onevent EVENT_DISPLAYINACTIVEMENUREST state DisplayMenuCommon endevent
4919 2309d 0h terminx /polymer/eduke32/source/game.h Implement better fade-out for quotes and for the mouse cursor in the menu.  
4890 2313d 2h terminx /polymer/eduke32/source/game.h MSVC C++ build fixes. DONT_BUILD.  
4826 2336d 13h hendricks266 /polymer/eduke32/source/game.h Fix the MAXJOYBUTTONS discrepancy between _control.h and gamedefs.h.  
4811 2341d 9h helixhorned /polymer/eduke32/source/game.h Move g_noFloorPal[] to the engine side and adapt other stuff accordingly.

- 'nofloorpalrange' DEF token: now handled for both game and editor (for the
latter, it's effective only for "shade preview" mode, [']+[X]).
- in generatefogpals(), assign g_noFloorPal[] = 1 for every generated (default)
fog pal; get rid of its return value / g_firstFogPal
4766 2359d 2h hendricks266 /polymer/eduke32/source/game.h Make a bunch of things extern "C". This should fix C++ builds on OS X and with Lunatic. DONT_BUILD.  
4747 2362d 19h terminx /polymer/eduke32/source/game.h 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.  
4738 2367d 23h hendricks266 /polymer/eduke32/source/game.h Set up mouse cursor display in menus, with idle timeout fully implemented. No functionality yet. DONT_BUILD.  
4687 2389d 0h hendricks266 /polymer/eduke32/source/game.h Two files forgotten in the previous commit. DONT_BUILD.  
4677 2391d 4h terminx /polymer/eduke32/source/game.h Forgot this in a previous commit, just removes a function prototype I moved elsewhere  
4587 2438d 13h helixhorned /polymer/eduke32/source/game.h Allow DEFining music for which there is no CON music; Add 'music' OSD command.

The OSD command is invoked like "music E5L3" (case insensitively).
4564 2480d 0h hendricks266 /polymer/eduke32/source/game.h Split parts of loadlookups() into generatefogpals() and fillemptylookups(), and move Duke-specific LOOKUP.DAT behavior to G_LoadLookups() in source/common.c, which contains the call to loadlookups() as factored out from astub.c and game.c.

4560 2480d 0h hendricks266 /polymer/eduke32/source/game.h Progress towards KenBuild Editor, part 2.

4558 2480d 0h hendricks266 /polymer/eduke32/source/game.h Progress towards KenBuild Editor, part 1.

4557 2480d 0h hendricks266 /polymer/eduke32/source/game.h Elimininate some codedup between game.c and astub.c.

4541 2487d 22h hendricks266 /polymer/eduke32/source/game.h 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.

4516 2521d 8h hendricks266 /polymer/eduke32/source/game.h Instead of displaying "Unknown GRP - EDuke32", simply display "EDuke32".

Much classier this way.
4514 2521d 8h hendricks266 /polymer/eduke32/source/game.h Add the following LOGO_FLAGS:

As part of this, the LOGO_NOE*BONUSSCENE flags no longer remove the entire end sequence in one go. They now only remove the primary cinematic. If you want their previous effect, you'll have to add these additional bits.

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