Kp
815a26f32d
Expand and cache various uses of get_local_plrobj()
2016-10-02 00:34:48 +00:00
Kp
1dcacefc9c
Pass player object to check_trigger
2016-10-02 00:34:47 +00:00
Kp
038a6e3261
Pass player powerup_flags to wall_hit_process
2016-10-02 00:34:46 +00:00
Kp
a62cc369ab
Expand get_local_player_shields
...
It was a convenient transition macro, but its presence was always
intended to be temporary. Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-10-02 00:34:40 +00:00
Kp
ce65735c04
Expand get_local_player_flags
...
It was a convenient transition macro, but its presence was always
intended to be temporary. Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-10-02 00:34:40 +00:00
Kp
6a3ded191f
Move EDITOR to dxxsconf.h; rename to DXX_USE_EDITOR
...
Rename symbol EDITOR to DXX_USE_EDITOR to show that it is a DXX
symbol, not one inherited from a library. Move it to dxxsconf.h to
shorten the command line.
This is a mostly automated transform, but the changes to SConstruct were
manual.
git grep -wl EDITOR -- '*.h' '*.cpp' | xargs sed -i -e 's/^\s*#ifdef \(EDITOR\)\>/#if DXX_USE_\1/' -e 's/\s*#\(el\)\?if \(.*\)defined(\(EDITOR\))/#\1if \2DXX_USE_\3/' -e 's/^\s*#ifndef \(EDITOR\)\>/#if !DXX_USE_\1/'
2016-09-11 18:49:16 +00:00
Kp
c484c55153
Expand get_local_player_invulnerable_time
...
It was a convenient transition macro, but its presence was always
intended to be temporary. Expand it to ease the conversion of usage
sites that already have access to local player data through a local
variable.
2016-08-28 22:41:49 +00:00
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