Kp
0ff78c5475
Fix incorrect index in MultiLevelInv_Count Stolen_items loop
...
Fixes: cf512cd368
("In MultiLevelInv_Count, use range_for for powerup-object and StolenItems loops. Also do not set unwanted objects to 0 in switch cases as this is redundant due to initialization at the beginning of the function.")
2016-03-04 04:12:35 +00:00
zico
49a336b263
Reintroduced the lost HOMING_TURN_TIME division for homing missile acceleration
2016-03-03 19:39:29 +01:00
Kp
254feabd3a
Tabs are 4 spaces
2016-03-02 02:52:44 +00:00
Kp
217357711f
Move some argument processing to dcx
2016-03-02 02:52:44 +00:00
zico
7cce4e292d
Fixed up non-NEWHOMER code for testing purposes
2016-02-29 16:42:49 +01:00
zico
36d22a3998
Added more specific comment on why RespawnTimer is necessary for MultiLevelInv_Repopulate()
2016-02-29 16:35:00 +01:00
zico
8d69b1924b
Added a failsafe to randomized player selection in maybe_drop_net_powerup() that will prevent the loop to hang and go with Player_num instead
2016-02-29 16:31:20 +01:00
zico
cf512cd368
In MultiLevelInv_Count, use range_for for powerup-object and StolenItems loops. Also do not set unwanted objects to 0 in switch cases as this is redundant due to initialization at the beginning of the function.
2016-02-29 16:13:48 +01:00
zico
d5c11c42e4
In multi_prep_level_player() declared i as loop-local
2016-02-29 16:04:44 +01:00
zico
e47a1f3d91
Turned drop_playerobj in chrose_drop_segment() into reference
2016-02-29 15:58:36 +01:00
Kp
95ab6076a4
Move FakingInvul to player_info
...
Every player can fake invulnerability independently. In preparation for
host tracking, store FakingInvul as a player property, not a static
global.
2016-02-27 19:02:21 +00:00
Kp
788ed1bd70
Compact laser firing code
2016-02-27 19:02:21 +00:00
zico
901a554e96
New powerup management code: Addeed functions and packet type to keep track of original and current level inventory as well as player and thief inventories. Calling maybe_drop_net_powerup() for all ammo based weapons except Concussion missiles. Limiting maybe_drop_net_powerup() to only spawn items missing from initial level inventory. Added function to let host respawn items that were lost for whatever reason. Expanded maybe_drop_net_powerup() and child functions to be able to drop item based on a random player. Changed back maybe_drop_secondary_weapon_egg() to its original behavior, dropping 3 of each type max.
2016-02-25 14:11:08 +01:00
Kp
ea8ca1d1e2
Pass update_flicker timer as argument
...
Clang fails to compile update_flicker<0x80000000>(...); gcc handles it
properly. A template is not necessary here, so switch to passing the
value as an argument. Both compilers accept this.
Reported-by: kreatordxx <private mail>
Fixes: 5b9ccda8e8
("Simplify update_flicker")
2016-02-25 02:36:40 +00:00
zico
2e6aa0f081
Took out obj_unlink() call in net_udp_read_object_packet(). As of 7064fcccba
obj->segnum is undefined and obj_unlink() would be called for undefined objects, causing some new objects to not appear for rejoining players. Since init_objects() is called beforehand and host should not be able to send the same object twice, this whole call should be unnecessary to begin with.
2016-02-23 14:25:17 +01:00
Kp
401f5581c8
Remove guessed -lSDL on OS X
...
OS X handles linking differently than other platforms. Asking to link
to SDL breaks the test.
2016-02-23 04:18:13 +00:00
Kp
42ef6b2e72
Add applelink
to Darwin tools
2016-02-23 04:18:13 +00:00
Kp
c26a688af5
Unify tmap storage branches
2016-02-20 17:28:11 +00:00
Kp
d5a12ba5af
Cache afterburner bar temporaries
2016-02-20 17:28:11 +00:00
Kp
0bf60e5661
Hide bogus demo cloak/invul timers
...
Demo files do not record cloak/invulnerability times, so the playback
code sets a fake time of "50% elapsed" for the entire time that the
effect is active. This causes two problems in playback. The first,
which always applied, but was mostly ignored, is that the viewer does
not get the blinking warning that the effect will expire soon. The
second, which became visible with the addition of cloak/invulnerability
digital timers, is that demos always report "15" as the time remaining,
for the entire time that the effect is active. Old demos cannot be
fixed, so hide the problem by forcing the timers to be hidden when
viewing a demo.
2016-02-20 17:28:11 +00:00
Kp
c3003fbb22
Fix vulcan ammo display
...
Do not abuse `f2i` to shift an unsigned quantity. `f2i` is defined to
work on `fix`, which is `int`.
2016-02-20 17:28:11 +00:00
Kp
3c20c24ac0
Disable piggy_bitmap_page_out_all
2016-02-20 17:28:11 +00:00
Kp
1a4290002e
Revert partial_const_range for HMP get_event
...
Fixes: b57f08c798
("Use partial_const_range")
2016-02-17 03:34:30 +00:00
zico
0215759746
Merge branch 'unification/master' of github.com:dxx-rebirth/dxx-rebirth into unification/master
2016-02-15 13:05:38 +01:00
zico
4ef50976ed
Revised a055aecee5
. Removed secondaries cap for Multiplayer but restared for Singleplayer (for gameplay/balance). Limit could be restored for Multiplayer if levels were otherwise properly repopulated (planned)
2016-02-15 13:05:17 +01:00
Kp
90de22b2a5
Fix invalid access reading demos
...
Fixes: 74dfa29d31
("Convert most Trigger references to valptridx")
2016-02-14 18:40:57 +00:00
Kp
e36abb25cb
Fix invalid access reading demos
...
Casting the address of a short to `sbyte*` invites trouble. In this
case, it allows uninitialized garbage to be used as the high bits of the
wall index.
Fixes: 553b313099
("Use vwallptr")
2016-02-14 18:40:57 +00:00
zico
081e5d5e3c
Removed rounding offset of x starting coordinate in ogl_ulinec which should hopefully unwanted horizontal offsets in Status Bar energy and afterburner gauges (without causing more problems) if Multisampling is applied
2016-02-14 13:59:02 +01:00
zico
a055aecee5
Apply count cap in maybe_drop_secondary_weapon_egg to bombs only
2016-02-14 12:49:45 +01:00
zico
ed25a5c38d
Eliminate frame dependent damage with blast weapons - as seen in DXX-Retro 532f271af26d6341563d3763d5bb2dce33de7582
2016-02-14 12:15:30 +01:00
Kp
6091b65707
Move score to screen edge for CM_FULL_SCREEN
...
The score is moved in from the edge to avoid overlapping the cockpit
graphic, but the move was applied even when no cockpit was shown.
Change it to align the score when running without the cockpit graphic.
Reported-by: roncli <https://github.com/dxx-rebirth/dxx-rebirth/issues/175 >
2016-02-12 04:02:28 +00:00
Kp
6edab5ca0a
Pass cv_font to get_centered_x
2016-02-12 04:02:28 +00:00
Kp
a92ab4079f
Cache font extent while drawing
2016-02-12 04:02:28 +00:00
Kp
85129248c9
Combine gr_internal_string0_template VideoOffset updates
2016-02-12 04:02:28 +00:00
Kp
938032e51d
Unify gauges draw paths
2016-02-12 04:02:28 +00:00
Kp
cc18ad2b68
Fix some -Wshadow warnings
2016-02-12 04:02:28 +00:00
Kp
08de1bbff0
Remove cv_color
...
It is only ever set to 0 or copied from other canvases. Set it to zero
everywhere.
2016-02-12 04:02:28 +00:00
Kp
f4e1ebb576
Remove unnecessary gr_setcolor calls
2016-02-12 04:02:28 +00:00
Kp
5f073b6546
Avoid reloading cv_color in reticle drawer
2016-02-12 04:02:28 +00:00
Kp
972654c140
Pass color to draw_listed_segments
2016-02-12 04:02:28 +00:00
Kp
9d2659ab26
Pass color to draw_wall_side
2016-02-12 04:02:28 +00:00
Kp
12bd8bce35
Pass color to draw_trigger_side
2016-02-12 04:02:28 +00:00
Kp
cc8bed5b95
Pass color to draw_side_edge
2016-02-12 04:02:28 +00:00
Kp
7694fff456
Pass color to draw_seg_side
2016-02-12 04:02:28 +00:00
Kp
fd834f0924
Pass color to draw_segment
2016-02-12 04:02:28 +00:00
Kp
8066361076
Pass color to draw_player
2016-02-12 04:02:28 +00:00
Kp
68cf7939a2
Pass color to draw_line
2016-02-12 04:02:28 +00:00
Kp
e09a590e6f
Pass color to Vline
2016-02-12 04:02:28 +00:00
Kp
76d0e01b6e
Pass color to Hline
2016-02-12 04:02:28 +00:00
Kp
d08bfc3170
Pass color to g3_draw_sphere
2016-02-12 04:02:28 +00:00