fgsfds
bc01ff558f
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-05-13 00:30:42 +02:00
fgsfds
f86746364f
port: no need to explicitly disable player collision when tracing light glares
2024-05-12 17:12:37 +02:00
fgsfds
536c766793
port: more gfx_pc cleanup
2024-05-12 17:09:50 +02:00
fgsfds
8c844874e7
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-05-12 16:32:16 +02:00
fgsfds
ce6424117e
port: re-disable glare calculation in multiplayer
...
they don't render anyway
2024-05-12 16:31:45 +02:00
fgsfds
15c0327592
port: better light glare hit detection
2024-05-12 16:22:34 +02:00
fgsfds
b9a51e4a62
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-05-11 14:14:15 +02:00
fgsfds
27faaecda2
gcc14 fixes
2024-05-11 14:13:51 +02:00
fgsfds
b4f7f467c0
Merge pull request #406 from jonaeru/port-perfectdarkness
...
Give Night Vision at respawn in Perfect Darkness Combat
2024-03-17 13:38:42 +01:00
Jonaeru
ec8310e4a1
port: fix X-Ray Scanner model in Combat Simulator
2024-03-17 15:42:53 +09:00
Jonaeru
80faefbaf6
port: give Night Vision at respawn in Perfect Darkness Combat
2024-03-17 15:12:26 +09:00
fgsfds
b72d7f54e1
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-03-09 22:38:35 +01:00
fgsfds
c9f880e427
port: fix #224 , allow combat knife in jpn
2024-03-09 22:38:11 +01:00
fgsfds
0d0de5b0d4
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-03-09 17:43:11 +01:00
fgsfds
4baae8de0b
port: add extra sleep calls to busy loops; separate sleep into system.c
2024-03-09 17:39:41 +01:00
fgsfds
7667d37ff0
Merge pull request #388 from iamgreaser/gm/net/counterop-4player
...
port-net: Extend counter-op mode to 4 players
2024-03-09 16:58:31 +01:00
fgsfds
cf7c4d4239
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-02-13 01:17:45 +01:00
fgsfds
839143550f
port: fix potential crash in handInflictMeleeDamage
...
pointers can be little endian, so there might be a problem
2024-02-13 01:16:57 +01:00
GreaseMonkey
adcf56ed34
Handle cases for Counter-Op where certain local players can be missing; Don't support 2.x controls for Counter-Op
...
I'm not sure if this happens in practice in the port itself, but with a bit of temporary hackery one can force certain players to be absent.
This handles that case cleanly.
2024-02-11 13:25:35 +13:00
GreaseMonkey
63a9a26908
set_chr_team(CHR_ANTI, *) now sets all counter-op player teams
...
The easiest-to-test effect of this is that counter-op players will no longer attempt to auto-aim against one another (p2 vs any other).
Maps where this was necessary: Villa, Chicago, Rescue, Air Base, Air Force One
(Other maps stick to the default of `TEAM_ENEMY`, and so this doesn't really affect it.)
2024-02-10 14:17:22 +13:00
GreaseMonkey
f4530633d6
Replace "Counter-Operative" player selection with "Main Player" + extend to 4 entries
2024-02-10 11:20:01 +13:00
GreaseMonkey
94e244a236
Report correct ending success/failure when any counter-op player aborts
2024-02-09 16:15:09 +13:00
GreaseMonkey
92d3a9f564
Add macros for counter-op player determination; Handle some missing checks
2024-02-09 13:44:04 +13:00
GreaseMonkey
44a67e60e8
net: Use LOCALPLAYERCOUNT() for UI size determination
2024-02-09 09:10:33 +13:00
GreaseMonkey
634eecb35d
Use vertical-split versions of menus in 3+-player main missions
...
These work fine in the 2x2 split arrangement.
2024-02-09 08:40:02 +13:00
GreaseMonkey
a0db91a0c9
Preliminary 4-player counter-op mode
...
Here's some things that will be needed off the top of my head:
- Handling the half-screen-width case for the pause menus
- Changing the player select menu to select the not-counter-op player instead, then extending that to 4 players
- Thorough testing of each level for any weird counter-op-specific features
2024-02-09 08:40:02 +13:00
fgsfds
a1af5b655a
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-01-28 18:46:13 +01:00
fgsfds
33cc89e8fd
Merge pull request #371 from Calinou/add-crosshair-health-option
...
Add an option to color crosshair according to player health + shield
2024-01-28 18:39:05 +01:00
Hugo Locurcio
02d7efb87f
Add an option to color crosshair according to player health + shield
...
Shield is taken into account and is added to health for the calculation,
as the vast majority of damage types are fully blocked by a shield.
3 modes are available:
- Off (default)
- On (Green): Goes through a red-yellow-green-cyan gradient,
closer to vanilla.
- On (White): Goes through a red-yellow-white-green gradient,
closer to games like Xonotic.
When set to either of the On modes, the crosshair color setting
is ignored but the crosshair alpha setting is still used.
2024-01-27 19:21:05 +01:00
Hugo Locurcio
1f4d9c8cdc
Always hide crosshair when dead
...
Previously, the crosshair would show up during the death animation
if Always Show Target is enabled or if aiming just before dying.
2024-01-27 19:19:06 +01:00
Adriano Bini
b954e3ce80
Changed server footer color to more readable green
2024-01-27 02:17:48 -03:00
fgsfds
35be4d589e
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-01-16 01:57:15 +01:00
fgsfds
474a6df3d4
port: add spawn with weapon mp option
...
unfortunately it does not fit in the save buffer and won't save
2024-01-16 01:56:30 +01:00
fgsfds
7288947390
port: net: handle UCMD_ACTIVATE as a press
2024-01-16 01:27:03 +01:00
fgsfds
c444e76ecb
port: net: skip intro cutscene if netgame requested on command line
2024-01-15 13:10:57 +01:00
fgsfds
c5a088e7b8
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-01-15 11:40:30 +01:00
fgsfds
e53f26f3eb
port: fix #347
...
patch submitted by Ryan Dwyer
The patch allows all humans/bots to be selected regardless of team. It also adds a check to make sure a bot is not given a command to attack itself.
2024-01-15 09:47:52 +01:00
fgsfds
81313f0c4e
port: ifdef around sight scale changes
2024-01-14 21:21:19 +01:00
fgsfds
cf5588478b
Merge pull request #332 from Calinou/add-crosshair-size-option
...
Add a crosshair size option
2024-01-14 21:21:03 +01:00
fgsfds
d9cb850848
Merge pull request #333 from AXDOOMER/port
...
Always use high detail weapon models
2024-01-14 21:20:36 +01:00
fgsfds
8e443d4830
port: ifdef around sight scale changes
2024-01-14 21:13:31 +01:00
fgsfds
de14f90daf
Merge branch 'port-net' into add-crosshair-size-option
2024-01-14 21:11:44 +01:00
fgsfds
9afc7e113e
Merge pull request #333 from AXDOOMER/port
...
Always use high detail weapon models
2024-01-14 20:49:20 +01:00
fgsfds
fbfe4b4564
port: net: allow up to 120fps in netgames
2024-01-14 20:48:22 +01:00
fgsfds
7ec54e6d0b
port: net: fix team/handicap menus with 5+ players
2024-01-14 17:54:16 +01:00
fgsfds
e688a1c6e6
port: net: do not assume contiguous player slots
2024-01-14 17:36:19 +01:00
fgsfds
e44298d0c2
port: net: fix player options not working in SP
2024-01-14 17:15:43 +01:00
fgsfds
31cd8fc28a
port: net: fix #328
2024-01-14 15:49:18 +01:00
fgsfds
511d6ca299
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-01-07 22:06:47 +01:00
fgsfds
b9db86f89b
port: add command line parameter to select player file
2024-01-07 22:05:31 +01:00