Kp
e9f8795b47
Call HUD_init_message_va directly from powerup_basic
2013-06-29 21:42:11 +00:00
Kp
7dc8ba6765
Add editor_status_fmt for printf status messages
2013-06-29 21:42:11 +00:00
zico
30b97753cc
Made credits music fade respect previous music volume
2013-06-27 12:55:19 +02:00
Kp
132d29cebb
Fix build break in previous commit
2013-06-26 22:51:02 +00:00
Kp
c00b2b305e
Realign netflag enum and strings
2013-06-25 02:26:08 +00:00
Kp
2d56e78dd3
Validate netgame mode index
2013-06-25 02:09:12 +00:00
Kp
aebbab3325
Make object.c more like D2X
2013-06-23 17:41:46 +00:00
Kp
77d8b25d9c
Use enum for multiplayer netflag numbers
2013-06-22 23:41:46 +00:00
Kp
21c7508760
Add unused check_trigger parameter shot to match D2X
2013-06-15 21:56:30 +00:00
Kp
a67cf914f1
Move reset_network_objects to multi.c to match D2X
2013-06-14 21:21:26 +00:00
Kp
a7ed209c21
Use enum for multiplayer message numbers
2013-06-14 03:00:23 +00:00
Kp
f1615122ca
Compute message_length limit automatically
2013-06-14 03:00:23 +00:00
Kp
0493a80ba3
Remove obsolete advice about level saving
...
Levels are no longer maintained under DOS. Remove the obsolete advice.
2013-06-14 03:00:23 +00:00
Kp
a85927fc68
Use inline function to compute extra-short secondary names
2013-06-14 03:00:23 +00:00
Kp
55664f0a8a
Convert text index macros to ternary expressions
2013-06-14 03:00:23 +00:00
Kp
f39e99f9be
Avoid some weapon name copying
2013-06-14 03:00:23 +00:00
zico
93ce131fe0
merge
2013-06-11 12:21:26 +02:00
zico
0353baad82
removed silly debugging message I forgot to remove recently
2013-06-11 12:21:05 +02:00
zico
ac095f84c7
Consider FrameTime overhead when calculating time to allow next weapon fire. Should work perfectly as long as FPS >= Shots-per-second.
2013-06-11 12:18:47 +02:00
Kp
c9e638d8ef
Remove obsolete TXT_ macros
2013-06-11 02:28:07 +00:00
zico
7482ffee9e
Changed message regarding VSync and Multisampling indicating not all OSes need a restart to apply (mysteries of SDL)
2013-06-11 01:07:06 +02:00
zico
f28f9a07e4
Fixed briefing_screens array for Descent 1 Shareware
2013-06-11 00:48:16 +02:00
zico
c1578e6937
Made wall_damage() and blast_blastable_wall() similar to D2X-Rebirth code base. Also fixing regression introduced in a4068234b4
causing blast_blastable_wall() being called multiple times and causing high damage
2013-06-11 00:17:00 +02:00
Kp
c55aa3be69
Mark titles.c functions static
2013-06-05 23:34:31 +00:00
Kp
251f3abb2d
Fix recvfrom prototype mismatches
...
Win32 uses int* instead of unsigned int*. Fortunately, socklen_t is
defined to the correct type in both cases, so use socklen_t and let the
compiler sort it out.
2013-06-08 17:43:35 +00:00
Kp
b9d08b2bbf
Move PCX filenames onto stack
...
PATH_MAX*2 is cheap, and this improves the quality of the error message
on failure paths.
2013-06-08 16:57:59 +00:00
Kp
7012eda814
Add unused weapon_info_read_n parameter file_version to match D2X
2013-06-08 04:29:20 +00:00
Kp
dc53b2a2a0
Move new_baldguy_pcx inline
2013-06-08 23:21:51 +00:00
Kp
49ef10fe3a
Convert HAS_*_INDEX to use helper macro
2013-06-08 23:19:26 +00:00
Kp
8140b7ff54
Make weapon.c more like D2X
2013-06-08 02:34:30 +00:00
Kp
b47343c377
Mark reactor default countdown times as const
2012-07-15 17:32:21 +00:00
Kp
285985b071
Move mine_*info fields into #ifdef EDITOR where they belong
2013-06-01 23:11:29 +00:00
Kp
ab3d0bd39f
Mark weapon related globals as const
2012-10-27 02:27:28 +00:00
Kp
e72a10a545
Mark reticle control data const
2012-07-14 03:24:56 +00:00
Kp
12f8dbfd07
Make ranking strings const
2012-07-07 20:32:47 +00:00
Kp
7f6f191059
Treat robot joints as const
2012-07-07 21:38:03 +00:00
Kp
aebc5da4d3
Remove variables that were unused-but-set
2013-05-28 02:02:26 +00:00
Kp
b65272771e
Add unused ai_restore_state parameter version to match D2X
2013-03-31 21:32:58 +00:00
Kp
62d8de0824
Make main/fireball.c more like D2XR
...
Add general purpose explode_badass_object. Make object_create_egg a
thin wrapper for new drop_powerup, which has the same signature as in
D2XR.
2013-04-24 02:28:35 +00:00
Kp
d268169eb0
Use D2XR pick_connected_segment for increased randomness
2013-05-02 03:35:57 +00:00
Kp
ee9fbc387b
Fix edge cases in new cycle skip logic
...
Commit dab702a
introduced two undesirable behaviors which can be
mitigated by a heuristic from commit cab78bb and commit 7bed83b. This
heuristic prevents a buffer overread if no weapons are auto-selectable
and prevents the player from being stuck on a single weapon if only one
weapon is auto-selectable and that weapon is the current weapon.
Players would not use cycle in such a case, so skipping the
non-auto-select weapons does not help.
2013-04-27 20:52:09 +00:00
Kp
e054a205a2
Make do_exploding_wall_frame set WALL_BLASTED
...
Hostage doors misbehave after commit 5cc09c9:
5cc09c974a (commitcomment-3037382)
Descent 1 set WALL_BLASTED in blast_blastable_wall, but Descent 2 set
WALL_BLASTED in do_exploding_wall_frame. Commit 5cc09c9
broke exploding
walls because it removed the WALL_BLASTED logic from
blast_blastable_wall, but did not add it to do_exploding_wall_frame.
Reported-by: zico <zico@dxx-rebirth.com>
2013-04-24 01:40:37 +00:00
zico
664139efcf
Clear Netgame struct each time player enters a new IP in manual join menu
2013-04-22 11:42:38 +02:00
zico
07a73afee7
In restricted game mode check for player callsign and sockaddr at the same time
2013-04-22 11:26:49 +02:00
Kp
52a15a6e11
Add unused ai_restore_state parameter version to match D2X
2013-04-20 20:35:58 +00:00
zico
cb280a8ef4
Adjusted SB_PRIMARY_W_BOX_RIGHT_L to fit perfectly
2013-04-18 15:46:09 +02:00
zico
8ae018aa0c
use const ubyte for multi_do_powcap_update()
2013-04-18 15:45:40 +02:00
zico
a060ec45db
Made UPID_GAME_INFO_SIZE, UPID_GAME_INFO_LITE_SIZE and UPID_SEQUENCE_SIZE change if NETGAME_NAME_LEN, MISSION_NAME_LEN or CALLSIGN_LEN changes, fixes bug where joining games was not possible anymore due to recent change of MISSION_NAME_LEN
2013-04-18 15:14:16 +02:00
zico
b769485d9a
Due to additive blending, transparent sprites will become invivible in font of white surfaces (lamps). Fix that with a little desaturation
2013-04-18 12:08:53 +02:00
zico
6d3dc4f1b1
Removed light_frame_count due to being unnecessary since lighting is now time-based and messed up deletion of dynamic light
2013-04-18 11:56:32 +02:00