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
389ad4cb1b
Pass object &to calc_controlcen_gun_point
2016-04-23 17:59:47 +00:00
Kp
79edcd0c17
Pass object &to player_path_set_orient_and_vel
2016-04-23 17:59:47 +00:00
Kp
fa1e0d309c
Pass object_base &to add_awareness_event
2016-04-23 17:59:47 +00:00
Kp
49f2768a00
Pass object &to do_firing_stuff
2016-04-23 17:59:47 +00:00
Kp
2a19da88d4
Pass object_base &to move_towards_vector
2016-04-23 17:59:47 +00:00
Kp
a3c5f497f8
Pass object_base &to lead_player
2016-04-23 17:59:47 +00:00
Kp
e6887bb46b
Pass object &to ai_frame_animation
2016-04-23 17:59:47 +00:00
Kp
531725c23f
Factor out ai_frame_animation update
2016-04-23 17:59:47 +00:00
Kp
37a47a4f95
Pass object &to do_silly_animation
2016-04-23 17:59:47 +00:00
Kp
bf69d7c715
Factor out animation angle update
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
11cf93a299
Factor out net_udp_listen read loop
2016-04-23 17:59:47 +00:00
Kp
271146e84f
Factor out net_udp_flush loop
2016-04-23 17:59:46 +00:00
Kp
fc3e488d81
Remove unnecessary write in RAIIsocket::reset
2016-04-23 17:59:46 +00:00
Kp
bc2c77ba67
Lift weapon1 check in ai_do_actual_firing_stuff
2016-04-17 00:58:44 +00:00
Kp
aad313c85d
Pass object_base &to calc_gun_point
2016-04-09 21:40:27 +00:00
Kp
cc4c07185d
Combine calls to Laser_create_new_easy
2016-04-09 21:40:27 +00:00
Kp
bce267f82f
Pass object_base &to ai_turn_randomly
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
d3b8779cc7
Use PMF helper for lead_player
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
1b65f334cc
Compact multi_do_robot_fire
2016-04-09 21:40:27 +00:00
Kp
5235f813cd
Fold ai_multi_send_robot_position calls
2016-04-06 03:34:15 +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
86b7151140
Shorten ai_multi_send_robot_position
2016-04-06 03:34:14 +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
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
8084bc4244
Factor out key pickup
2016-04-06 03:34:14 +00:00
Kp
bb878e46ba
Factor out single-player pick_up_energy fallback
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
b5afcc4605
Combine draw_object_blob calls to g3_draw_bitmap
2016-04-06 03:34:13 +00:00
Kp
5b3a36e6b8
Remove valptridx operator-(P *, A &)
2016-04-06 03:34:13 +00:00
Kp
5dae1e9080
Use range_for for kill_stuck_objects
2016-04-05 01:10:18 +00:00
Kp
6b5bf5a549
Always check for valid cside for wall1
...
Previously, if the wall0 test failed, the short-circuit effect of
boolean AND allowed the code to skip initializing wall1, even when cside
and its wall_num should have caused wall1 to be non-NULL. Swap the
order of the tests so that the short-circuit only skips statements that
have no side effects.
Fixes: 0635dbf108
("Pass trigger &")
2016-04-05 01:10:18 +00:00
Kp
34e608e14c
Cache kconfig fspacx/fspacy values
2016-04-02 21:26:00 +00:00
Kp
f319882e40
Factor out kc_drawinput BM_XRGB usage
2016-04-02 21:26:00 +00:00
Kp
1787a4c2c5
Fix color saturation in kconfig boxes
...
BM_XRGB doubles its inputs. 35a4736
doubled the inputs explicitly, but
passed them back to BM_XRGB, which doubled them again. Switch to a
direct call to gr_find_closest_color to skip the second double pass.
Reported-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/192 >
Fixes: 35a4736df0
("Pass color to gr_urect")
2016-04-02 21:25:59 +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
zico
649475e3bc
Removed subtraction of lifeleft for external_explosion in do_endlevel_sequence as it is already happening in object_mode_one() making the explosion animation play too fast
2016-03-30 14:31:13 +02:00
zico
586ba9ff6d
Added ability to show ping on HUD player list (to cycle via F7)
2016-03-30 13:54:21 +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