Kp
3c5add9d0e
Pass bm_mode to gr_init_bitmap_alloc
2016-05-28 17:31:27 +00:00
Kp
86122120b7
Pass bm_mode to gr_init_canvas
2016-05-28 17:31:27 +00:00
Kp
dcc56e6b39
Propagate bm_mode::linear into iff_read_bitmap
2016-05-28 17:31:27 +00:00
Kp
c00f918a8e
Propagate bm_mode::linear into bald_guy_load
2016-05-28 17:31:26 +00:00
Kp
3fb16c1d7a
Propagate bm_mode::linear into pcx_read_bitmap
2016-05-28 17:31:26 +00:00
Kp
398596c468
Use enum for bitmap mode
2016-05-28 17:31:26 +00:00
Kp
a0cc2bfc7e
Pass canvas to ogl_upixelc
2016-05-28 17:31:26 +00:00
Kp
2dfd87f276
Move OGL_VIEWPORT assignments above glViewport
2016-05-28 17:31:26 +00:00
Kp
4a3abb3ca3
Cache src values in gr_ubitmap00
2016-05-28 17:31:26 +00:00
Kp
bbda32f78d
Make cv_fade_level unsigned
2016-05-28 17:31:26 +00:00
Kp
9d0c6f59a5
Remove always-zero piggy_page_flushed
...
Descent for DOS supported paging content on demand. Rebirth has no
support for paging content out, but retained piggy_page_flushed
to track whether anything had been paged out. Commit 3c20c24
("Disable
piggy_bitmap_page_out_all") removed the last site that could set
piggy_bitmap_page_out_all to a non-zero value. All remaining code
either tests it for non-zero or sets it to zero.
Remove the statements that set it to zero.
Remove assertions that the value is zero.
Remove conditional blocks that execute only when it is non-zero.
2016-05-22 17:49:30 +00:00
Kp
1551443eff
Fix -Wshadow warnings in macro check_warn_object_type
2016-05-21 17:24:51 +00:00
zico
64400ff284
Restored original Descent 2 HOMING_MAX_TRACKABLE_DOT for D2X build, formerly using the Descent 1 setting
2016-05-10 14:22:53 +02:00
zico
7692d19e2b
Raised default Packets Per Second to 30 and added define for the default in multi.h
2016-05-10 13:45:08 +02:00
zico
3366658a5b
Updated 'Netgame Rules & Info' screen, added option to toggle it ingame via SHIFT-PAUSE, added hint to netgame help menu
2016-05-10 13:41:13 +02:00
Kp
30230a8137
Pass object &to blast_nearby_glass
2016-04-23 17:59:47 +00:00
Kp
3677e7036e
Pass object &to collide_player_and_powerup
2016-04-23 17:59:47 +00:00
Kp
16583d45db
Pass object_base &to call_object_create_egg
2016-04-23 17:59:47 +00:00
Kp
ebc0547837
Pass object_base &to boss_spew_robot
2016-04-23 17:59:47 +00:00
Kp
7ea89fda9f
Pass object_base &to bump_one_object
2016-04-23 17:59:47 +00:00
Kp
389ad4cb1b
Pass object &to calc_controlcen_gun_point
2016-04-23 17:59:47 +00:00
Kp
730d61a738
Pass object &to init_ai_object
2016-04-23 17:59:47 +00:00
Kp
aad313c85d
Pass object_base &to calc_gun_point
2016-04-09 21:40:27 +00:00
Kp
c5f933b462
Pass object_base &to ai_turn_towards_vector
2016-04-09 21:40:27 +00:00
Kp
95edd77019
Use array<> for ai.cpp globals
2016-04-09 21:40:27 +00:00
Kp
4126c6c910
Pass object &to multi_send_robot_position
2016-04-06 03:34:15 +00:00
Kp
0e085e4799
Pass thief ID to recreate_thief
2016-04-06 03:34:15 +00:00
Kp
6e0e286dc8
Pass object &to start_robot_death_sequence
2016-04-06 03:34:15 +00:00
Kp
0c299248d4
Pass object &to apply_damage_to_player
2016-04-06 03:34:14 +00:00
Kp
72aa4bc8fb
Pass object &to phys_apply_rot
2016-04-06 03:34:14 +00:00
Kp
bad1464dcf
Pass object_base &to physics_turn_towards_vector
2016-04-06 03:34:14 +00:00
Kp
6a1e1670cc
Pass object_base &to phys_apply_force
2016-04-06 03:34:14 +00:00
Kp
afa8ffffa3
Remove obsolete bits from GM_MULTI
2016-04-06 03:34:14 +00:00
Kp
89eb173013
Move draw_object_blob to namespace dcx
2016-04-06 03:34:14 +00:00
Kp
c2905bda23
Move check_warn_object_type to namespace dcx
2016-04-06 03:34:13 +00:00
Kp
608467161b
Remove obsolete arguments from DEFINE_VALPTRIDX_SUBTYPE
2016-04-06 03:34:13 +00:00
Kp
443b1f2915
Add file/line to valptridx output when available
2016-04-06 03:34:13 +00:00
Kp
5b3a36e6b8
Remove valptridx operator-(P *, A &)
2016-04-06 03:34:13 +00:00
Kp
ae722cbb8b
Shorten maybe_send_z_move
2016-04-03 17:50:42 +00:00
Kp
1789643480
Remove UserError on unknown MED function
...
Jayman2000 reports that users who do not update their MED.MNU after
updating to 8b61b9f
("Remove unused symbols") receive an "editor crash"
on startup. This is not a crash, but instead is poor error handling in
menubar.cpp, which calls UserError instead of ignoring the offending
line. Calls to UserError are fatal, but do not crash the program.
Replace that call with a con_printf(CON_URGENT) and ignore the line.
Additionally, change the handling for excess menus and for excess menu
items to con_printf+ignore instead of UserError.
Reported-by: Jayman2000 <https://github.com/dxx-rebirth/dxx-rebirth/pull/190 >
Fixes: 8b61b9f0db
("Remove unused symbols")
2016-04-03 17:50:42 +00:00
Kp
fb6db67d94
Include file+line in UserError output
2016-04-03 17:50:42 +00:00
zico
ab89dcd366
Reworked 586ba9ff6db85b976f074589c5dd7e2d6ff40cd1: Show player ping along with player kills/scores and made it a toggle for HUD configuration so the player can enable it permanently
2016-03-30 20:09:46 +02:00
Kp
dd3cedff3d
Add get_ghost_id for multi_do_reappear
...
Ghosts use the same ID space as players, so reuse function get_player_id
to fetch the ID after checking.
Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/182 >
Fixes: 9f26e2211e
("Warn on invalid object ID access")
2016-03-20 20:38:54 +00:00
Kp
27cef20eb3
Move namespace dsx handling to dsx-ns.h
2016-03-19 19:08:10 +00:00
Kp
b8f39b024a
Move DoMenu into dsx
2016-03-19 19:08:10 +00:00
Kp
797c8b47b2
Move segment_object_iterator_t into segment_object_range_t
2016-03-19 19:08:10 +00:00
Kp
97219697a7
Make check_warn_object_type work without gcc ({}) extension
2016-03-05 17:26:24 +00:00
zico
36d22a3998
Added more specific comment on why RespawnTimer is necessary for MultiLevelInv_Repopulate()
2016-02-29 16:35:00 +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
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