Kp
85eddb8d02
Pass canvas to render_endlevel_frame
2017-03-11 19:56:28 +00:00
Kp
970ce18410
Pass canvas to render_object
2017-03-11 19:56:27 +00:00
Kp
25c36d4b0e
Pass canvas to draw_morph_object
2017-03-11 19:56:27 +00:00
Kp
e1d0d0603f
Pass canvas to draw_hostage
2017-03-11 19:56:26 +00:00
Kp
f0707cb9bd
Pass canvas to draw_powerup
2017-03-11 19:56:26 +00:00
Kp
a55de34884
Pass canvas to Laser_render
2017-03-11 19:56:26 +00:00
Kp
753cbafe61
Pass canvas to render_terrain
2017-03-11 19:56:26 +00:00
Kp
113aa50a2a
Pass canvas to draw_fireball
2017-03-11 19:56:25 +00:00
Kp
48d9f2cd19
Pass vclip to draw_vclip_object
2017-03-11 19:56:25 +00:00
Kp
450b3ec4f5
Pass canvas to draw_weapon_vclip
2017-03-11 19:56:25 +00:00
Kp
48a6adbe87
Pass canvas to draw_vclip_object
2017-03-11 19:56:25 +00:00
Kp
bc11b3bf85
Pass const object to draw_object_tmap_rod
2017-03-11 19:56:25 +00:00
Kp
03043f944e
Guard Headlights by if(D2)
...
Descent 1 has no headlight powerup. Code to read headlights was
incorrectly added in 357e1b0144
, but no code was added to write
headlights, so the Descent 1 lighting code checked for headlights that
never existed. Guard the headlight global variables and the associated
logic with if(D2).
Fixes: 357e1b0144
("Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)")
2017-03-11 19:56:25 +00:00
Kp
a6c8087815
Remove unused compute_object_light parameter rotated_pnt
2017-03-11 19:56:24 +00:00
Kp
dfbcc02346
Pass const object to compute_object_light
2017-03-11 19:56:24 +00:00
Kp
84faf8aa73
Pass canvas to draw_object_blob
2017-03-11 19:56:24 +00:00
Kp
9ccddf5366
Pass canvas to draw_exit_model
2017-03-11 19:56:23 +00:00
Kp
afb52a5a3e
Pass canvas to draw_hud
2017-03-11 19:56:22 +00:00
Kp
a19286437a
Pass canvas to show_mousefs_indicator
2017-03-11 19:56:22 +00:00
Kp
4b6f42a962
Pass canvas to show_reticle
2017-03-11 19:56:22 +00:00
Kp
5e1b27120d
Pass canvas to HUD_render_message_frame
2017-03-11 19:56:21 +00:00
Kp
f5a17abbe8
Pass canvas to show_HUD_names
2017-03-10 01:22:28 +00:00
Kp
7410ad343c
Pass canvas to render_mine
2017-03-10 01:22:28 +00:00
Kp
8542940b24
Pass canvas to render_frame
2017-03-10 01:22:27 +00:00
Kp
393e96b8d8
Unify SDL/OGL save_screen_shot
...
This simplifies maintenance and reduces the potential for inconsistency.
It also cleans up one existing inconsistency.
2017-03-10 01:22:27 +00:00
Kp
fe7bb8d36b
Use valptridx<wall>::magic_constant for wall_none
2017-03-04 22:25:54 +00:00
Kp
a8c3a7f10b
Alias Side_to_verts to Side_to_verts_int
2017-03-04 22:25:54 +00:00
Kp
cebd2fd36d
Pass object &to boss_init_all_segments
...
The index is not needed.
2017-03-01 02:48:41 +00:00
Kp
482dcf0ba3
Avoid temporarily moving boss while probing layout
...
Expose sphere_intersects_wall and call it directly from
boss_fits_in_seg, so that boss_fits_in_seg does not need to modify the
position and segment of the boss during the test.
2017-03-01 02:48:40 +00:00
Chris Taylor
19e4c07bb0
Bosses generated by a robot maker or even released by another robot will now teleport
...
Fixes issue #328 .
2017-02-26 10:21:10 +08:00
Chris Taylor
32286ed4fc
Play boss looping immediately on loading saved game
...
If boss has teleported before, even before a loaded state was saved, play the boss looping sound immediately when loading the saved game (if near the boss). Resolves issue #326 .
2017-02-26 10:21:10 +08:00
Kp
8a89313ec4
Move compute_segment_center body to dcx
2017-02-22 03:05:44 +00:00
Kp
892d450022
Move compute_center_point_on_side body to dcx
2017-02-22 03:05:43 +00:00
Kp
dc090958d1
Reduce D1 spreadfire cost
...
Reported-by: zicodxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/322 >
Analyzed-by: kreatordxx <https://github.com/dxx-rebirth/dxx-rebirth/issues/322#issuecomment-280896375 >
Fixes: 10ff2b9ea2
("Change Primary_weapon_to_weapon_info key to weapon_id_type")
2017-02-19 19:33:45 +00:00
Kp
6cd6189681
Never pass nullptr to ai_door_is_openable
...
When objp is nullptr, ai_door_is_openable assumes Buddy_objnum is a
valid object number, but this assumption is not guaranteed to be true.
When it is false, the game crashes. This crash can be triggered by a
brain robot trying to make nearby robots snipe.
Fix the crash by passing the robot of interest.
Reported-by: Yarn <http://www.dxx-rebirth.com/frm/index.php/topic,2165.0.html >
2017-02-19 19:33:45 +00:00
Kp
859b399d20
Use mask for Secondary_last_was_super
2017-02-19 19:33:45 +00:00
Kp
7c658fd8cd
Use mask for Primary_last_was_super
2017-02-19 19:33:44 +00:00
Kp
a6cd87613c
Pass polymodel &to free_model
2017-02-19 19:33:44 +00:00
Kp
1a7659897a
Pass canvas to draw_model_picture
2017-02-19 19:33:44 +00:00
Kp
39071d124d
Pass canvas to draw_polygon_model
2017-02-19 19:33:43 +00:00
Kp
b918760b3f
Move find_connect_side body to dcx
2017-02-19 19:33:38 +00:00
Kp
b82d9d2b51
Move get_side_verts body to dcx
2017-02-19 19:33:38 +00:00
Kp
9821a77372
Simplify use of get_num_faces
2017-02-19 19:33:38 +00:00
Kp
cdb193c053
Use unsigned for sides/verts in more places
2017-02-19 19:33:38 +00:00
Kp
0f00cf51b0
Make segment vertices unsigned
2017-02-19 19:33:37 +00:00
Kp
ef928d39c0
Fix check_header_includes=1 gamemine.h
2017-02-19 19:33:37 +00:00
Kp
45d7c6da65
Fix check_header_includes=1 wall.h
2017-02-19 19:33:36 +00:00
Kp
a815541ef5
Fix check_header_includes=1 poison.h
2017-02-19 19:33:36 +00:00
Kp
569d64e927
Propagate Hack_DblClick_MenuMode
2017-02-11 21:42:47 +00:00
Kp
fb53bc9257
Pass canvas to player_dead_message
2017-02-11 21:42:46 +00:00