Kp
8248438ffa
Move Omega_charge to player_info
2016-08-28 22:41:47 +00:00
Kp
ee1003f29f
Move conditionally compiled code into namespace dsx
2016-08-25 04:05:32 +00:00
Kp
ea65c74ba9
Move last_player_bump into player_info.Last_bumped_local_player
2016-07-25 03:48:08 +00:00
Kp
f671e6781d
Narrow scope of random vectors
2016-07-24 04:04:25 +00:00
Kp
99bbd0cf26
Mark global constants as constexpr
...
s/^const \([^*]*=.*;\)/constexpr \1/
2016-07-23 04:10:42 +00:00
Kp
a1f67167ce
Use static_cast for check_effect_blowup
2016-07-06 01:54:25 +00:00
Kp
15f2471be0
Cache reference to local player shields
2016-07-03 00:54:16 +00:00
Kp
96b258e958
Cache reference to local player flags
2016-07-03 00:54:15 +00:00
Kp
5b437592b0
Simplify test for vulcan|gauss
2016-06-12 03:45:36 +00:00
zico
416ea963c8
When building D2X, before dropping Vulcan ammo check for presence of Gauss cannon, too.
2016-06-06 15:43:38 +02:00
Kp
ae7e808a24
Factor out apply_force_damage calls to apply_damage_to_robot
2016-04-23 17:59:47 +00:00
Kp
5f51e4d683
Fix ordering of collide_player_and_controlcen arguments
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
b3d40ff5c4
Pass object_base &to drop_missile_1_or_4
2016-04-23 17:59:47 +00:00
Kp
4153c65f57
Pass object_base &to maybe_drop_primary_weapon_egg
2016-04-23 17:59:47 +00:00
Kp
5682d9f7d7
Simplify boss weapon matter test
2016-04-23 17:59:47 +00:00
Kp
a6ad28c255
Pass object_base &to do_boss_weapon_collision
2016-04-23 17:59:47 +00:00
Kp
e2fce58d6d
Pass object_base &to collide_robot_and_controlcen
2016-04-23 17:59:47 +00:00
Kp
2fb0e77028
Simplify collide_robot_and_controlcen
...
Caller collide_two_objects swaps the inputs to ensure A.type <= B.type.
OBJ_ROBOT = 2, OBJ_CNTRLCEN = 9, so A will always be the robot and B
will always be the controlcen. Rename the parameters accordingly. Add
assert statements to check this.
2016-04-23 17:59:47 +00:00
Kp
34d2c5b8e2
Pass object_base &to collide_weapon_and_clutter
2016-04-23 17:59:47 +00:00
Kp
a1dac4c254
Pass object_base &to collide_player_and_marker
2016-04-23 17:59:47 +00:00
Kp
a152ef009b
Pass object_base &to maybe_kill_weapon
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
835a9f33d9
Pass object &to collide_robot_and_wall
2016-04-23 17:59:47 +00:00
Kp
3828b8ec96
Simplify bump_two_objects conditional
2016-04-06 03:34:14 +00:00
Kp
0c299248d4
Pass object &to apply_damage_to_player
2016-04-06 03:34:14 +00:00
Kp
27cef20eb3
Move namespace dsx handling to dsx-ns.h
2016-03-19 19:08:10 +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
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
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
553b313099
Use vwallptr
2016-02-12 04:02:28 +00:00
Kp
e283a22709
Use enum class for check_volatile_wall
2016-01-29 04:05:47 +00:00
Kp
bc488a8f57
Improve check_volatile_wall
2016-01-29 04:05:47 +00:00
Kp
a3ae630829
Remove default argument for basic_ptridx(index)
2016-01-09 16:38:14 +00:00
Kp
cefc79f869
Construct find_point_seg segptridx explicitly
2016-01-09 16:38:13 +00:00
Kp
2b51578ba6
Use enum class for Player_dead_state (formerly Player_is_dead)
2015-12-15 04:09:35 +00:00
Kp
26e948d5f1
Uninline namespace dsx
2015-12-13 18:00:49 +00:00
Kp
e549f3451e
Use inline namespace dsx for object.h
2015-12-05 22:57:25 +00:00
Kp
9231cfb853
Remove write-only D1 variable Boss_been_hit
2015-12-04 03:36:32 +00:00
Kp
111ac7f7f3
Fix player/marker confusion due to sorting
...
Fixes: 1d7418497e
("Condense collision table")
2015-12-03 03:26:49 +00:00
Kp
708dc0a7e1
Use vobjptr/vcobjptr for more Objects[] access
2015-12-03 03:26:49 +00:00
Kp
b683b4cc68
Scope weapon type
2015-12-03 03:26:49 +00:00
Kp
31d538ebe2
Use helper for robot weapon type
2015-12-03 03:26:48 +00:00
Kp
c45f93b503
Short out apply_damage_to_player friendly fire check
2015-11-27 03:56:13 +00:00
Kp
0c75aecc45
Check most uses of object id
2015-11-27 03:56:13 +00:00
Kp
9f26e2211e
Warn on invalid object ID access
2015-11-26 02:56:56 +00:00
Kp
7d22139334
Fix vulcan ammo drop loop
...
Fixes: 6037372cdf
("Move player vulcan_ammo to object.ctype.player_info")
2015-11-14 23:42:27 +00:00
Kp
9a132977b9
Fix drop_player_eggs smart mine logic
...
The count of mines was not decremented, so a player who entered the loop
could continue to drop until (d_rand() < rthresh) became false. Halving
rthresh on each pass guaranteed that it would stop, but with the right
string of random numbers, the player could drop more mines than he had.
Remove the ==1 qualifier, so that mines can spawn whenever one will be
lost to rounding.
2015-11-12 02:57:45 +00:00
Kp
93888b4e37
Move collide_two_objects swap back to top
...
Fixes: 1d7418497e
("Condense collision table")
2015-11-09 02:33:49 +00:00