Kp
a2427f58b5
Use special type to reduce pointer/index conversions
2014-01-12 19:32:12 +00:00
Kp
9a5d0f6f09
Use symbolic values for segment/object first/none
2014-01-06 04:17:55 +00:00
Kp
073f00974a
Eliminate uses of the typedef struct X { ... } X; pattern
...
C++ does not require this pattern.
import re, fileinput
to = re.compile(r'^typedef struct ([a-z_A-Z]+)\s*{')
tc = re.compile(r'^}(.*?)\s*([a-z_A-Z]+);$')
osn = None
for line in fileinput.input(inplace=True):
m = to.match(line)
if m:
osn = m.group(1)
print 'struct %s\n{' % osn
continue
if osn:
m = tc.match(line)
if m:
csn = m.group(2)
if osn == csn:
print '}%s;' % m.group(1)
osn = None
continue
else:
osn = None
print line,
2013-12-28 22:48:07 +00:00
Kp
0c30fa7cf3
Whitelist MAX flash missiles as valid laser type
2013-12-22 01:15:40 +00:00
Kp
9de54cfa74
Switch to C++ linkage
...
import fileinput
guard = 0
cxxguard = '#ifdef __cplusplus\n'
for line in fileinput.input(inplace=True):
if line == cxxguard:
guard = 1
continue
if guard:
if line == 'extern "C" {\n':
guard = 2
continue
if line == '}\n':
guard = 0
continue
if guard == 2:
assert(line == '#endif\n')
guard = 0
print cxxguard,
continue
print line,
2013-12-06 03:35:32 +00:00
Drakona
04d84ae61d
Pass shot orientation with each weapon packet
2013-12-05 13:11:49 +01:00
Kp
08efe14586
Remove unused Laser_player_fire parameter harmless_flag
2013-11-28 02:12:13 +00:00
Kp
4fcf34fdbb
Make create_weapon_object static
2013-10-28 04:16:45 +00:00
Kp
8ed99faf5c
Make headers freestanding
2013-10-26 03:50:28 +00:00
Kp
852a4c7f4d
Use enum weapon_type_t in more places
2013-10-19 17:06:16 +00:00
Kp
2bcc7bb371
Only create lasers for known weapon types
2013-10-09 01:54:12 +00:00
Kp
a8050a462f
Only fire valid level lasers
2013-10-09 01:54:12 +00:00
Kp
553dc95b05
Use helper to check for laser type weapons
2013-10-09 01:54:12 +00:00
Kp
798774294f
Use weapon_type_t for Laser_create_new* weapon type
2013-10-08 02:10:18 +00:00
Kp
bd46b7ea73
Make CONTROLCEN_WEAPON_NUM a weapon_type_t member
2013-10-08 02:07:39 +00:00
Kp
64350f83b8
Move similar/main/cntrlcen.c -> similar/main/cntrlcen.cpp
2013-10-05 21:35:58 +00:00
Kp
b4107e6526
Remove duplicate declarations
2013-10-03 03:11:52 +00:00
Kp
c58c4e4d06
Move declarations to headers
2013-10-03 03:11:52 +00:00
zico
f2cdd906a6
merge HOMING_MAX_TRACKABLE_DOT in builds, giving D2X same tracking as D1X as requested by testers
2013-08-30 23:07:55 +02:00
zico
27a4a62b19
To compensate the change between D2's to D1's tracking code base, increased HOMING_MAX_TRACKABLE_DOT, making homing projectiles track a bit more agressivly than D1 to pose more of a challenge while not making them useless when having Afterburner
2013-08-09 17:50:11 +02:00
zico
a527348681
Added MULTI_FIRE_BOMB as alteration of MULTI_FIRE to keep bombs mapped in a Multiplayer match for later Host authority and to make their chaff ability work correctly. Additionally added MULTI_FIRE_TRACK to only send Network_laser_track if > -1. On the way I made laser.c a bit more similar between D1X and D2X
2013-08-09 17:21:03 +02:00
zico
40c5f10e20
Added definition of DESIGNATED_GAME_FPS as 30 and DESIGNATED_GAME_FRAMETIME based on the former. We use those for d_tick_count intervals and to scale other parts that have never been properly aligned to FrameTime before. In that regard, Release builds will take DESIGNATED_GAME_FPS as MINIMUM_FPS for -maxfps argument
2013-08-08 22:07:29 +02:00
zico
bbaa3c21f3
HAMERS! Wait 33ms between each turn of a homing missile projectile, only scale turns if FPS are below 30
2013-08-08 00:29:56 +02:00
zico
2b632008b2
Cleaned code for homing projectiles a bit and reverted to state of Descent 1 source release; Added ticks to rule target aquisition and adjusted turn rate scaling accordingly
2013-08-06 21:04:44 +02:00
Kp
4577dd3977
Merge branch 'd2x-rebirth/master' into unification/master
2013-07-21 21:34:46 +00:00
Kp
3eaec8bb39
Move */main/laser.h -> common/main/laser.h
2013-03-03 01:03:33 +00:00