Commit Graph
595 Commits
Author SHA1 Message Date
Goober5000 fd30238743 Merge pull request #2555 from Baezon/whack-fix
Fix physics whack for docked ships
2020-07-21 15:30:16 -04:00
Baezon a6f060e128 clarity edits 2020-07-19 15:06:29 -04:00
Baezon 34b04b1ca8 PR review fixes 2020-07-18 22:28:51 -04:00
Baezon 6e7908833a more fix 2020-07-17 23:40:51 -04:00
JohnAFernandez b7d7ebe6cf Allow Team Leaders to Send Messages and use ship registry to look up the team and slot
Team Leader function was returning 0 instead of 1 when the team captain was messaging AI.

This optimizes, cleans up, and gets rid of edge-case buggy behaviour.  Thank you ship_registry!
2020-07-17 22:44:24 -04:00
Baezon c49cf7fd6a bugfix 2020-07-17 21:00:26 -04:00
Baezon 06322bb977 better names and const fix 2020-07-17 20:07:09 -04:00
Baezon de80a3bacc better name 2020-07-14 01:42:22 -04:00
Baezon 12d6422556 no collision for dockING ships either 2020-07-13 23:51:05 -04:00
Baezon 3adf6e4553 No indirect docking collision 2020-07-13 21:50:07 -04:00
Baezon e0e74c8277 bugfix 2020-07-12 03:51:31 -04:00
Baezon a5a41e8ea6 Review adjustments 2020-07-12 03:14:01 -04:00
Baezon 17613e0612 Only one whack
re-factored so that only the 'dock root' is whacked, all other docked ships will adjust to match the root
2020-07-11 00:05:10 -04:00
Baezon b6f1ceeabd PR review changes 2020-07-11 00:05:10 -04:00
Baezon eb64241355 Assert -> Assertion and made a bunch of them 2020-07-11 00:04:48 -04:00
Baezon 3178ef593e NULL -> nullptr 2020-07-11 00:04:48 -04:00
Baezon 47418008f4 unused variable clean up 2020-07-11 00:04:48 -04:00
Baezon 9b33685598 Fix physics whack for docked ships
Properly whacks all ships that are docked together when any are whacked, makes everything more consistent by calling ship_apply_whack instead of physics_apply_whack, whacking in general now unrotates its hit pos to get a world pos like physics whack was expecting and adds a few matrix helper functions.
2020-07-11 00:04:48 -04:00
Fabian Woltermann 0c9bbe5223 Fix a bug in the debris deletion code introduced by the lab explosion feature commit. This also makes the debris code use the new flag system to mark debris pieces as nondeleteable instead of relying on a magic lifeleft value. 2020-05-26 16:55:45 +02:00
Goober5000 d3b1871837 remove Asserts that never worked because they checked invalid iterators 2020-04-12 20:39:16 -04:00
CasparKielwein 977a8aff91 remove unused compiler flag DYN_CLIP_DIST 2019-12-19 21:54:36 +01:00
FSCyborg 601fa75d50 Change while(0) to while(false)
Travis is complaining about while(0), so we're getting it off of our back by switching to while(false).
2019-11-03 16:27:23 -05:00
asarium 0649f9abaa Clear object events when Lua state is shut down
Since the Lua state is destroyed before all the object events, this was
causing issues. This should fix that by clearing the events when the lua
state is destroyed.
2019-10-22 18:09:57 +02:00
niffiwan 9444b9ff9f Merge pull request #2024 from CasparKielwein/collision_cleanup_ck
Refactoring of objcollision
2019-05-13 19:41:38 +10:00
wookieejedi 4afe739cbb Clean and shorten per request
Fixes spelling error in comment, uses proper flyby_snd and makes code more concise.
2019-05-08 14:14:01 -04:00
wookieejedi 2c469e0c88 Adds per-class flyby sounds
Previosuly, flyby sounds were only specified on a per-species basis. This PR allows each ship class to use a specific flyby sound. This will allow modders to set the custom sound in ships.tbl, just like any other per-class sound.
2019-05-08 14:00:28 -04:00
CasparKielwein 271d3f97bd remove unused functions obj_add_pair and obj_add_pairs in object code.
These functions where not used anymore and probably made redundant
by swifties changes to the collision system in 2012.
2019-05-04 11:30:54 +02:00
CasparKielwein e70d6a89ee objcollide cleanup: declare local variables at point of first use
made some loops range based.
removed some typedef struct, as it is c++.
2019-05-04 11:30:16 +02:00
CasparKielwein 3e7e7cde00 made functions from objcollide, which are only used in .cpp local to compilation unit 2019-05-01 10:41:27 +02:00
CasparKielwein f63667b29e Cleanup in objcollide: Remove code that was commented out 2019-05-01 10:07:35 +02:00
CasparKielwein b42fc2122a Cleanup in object collide code.
A bit of small cleanups in preparation of larger scale refactoring.

remove unused member heavy_collision_cm_pos of collision info struct,
which was set in several places but never used.
2019-05-01 09:44:19 +02:00
Goober5000 c70e4a0e7e Merge pull request #1991 from niffiwan/fix/issue1867
Fix issues with docked ships warping
2019-03-12 12:53:47 -04:00
niffiwan 04abbf55ed address feedback
Switch from 3x specific is_arriving functions to a single with params
Change flag names; replace "ndl" with "dock_follower"
Change dock-arrival helpers to not set follower flag on leaders
2019-03-10 09:26:12 +10:00
Goober5000 8aa2d0e212 a bit of minor housekeeping 2019-03-03 15:02:47 -05:00
Goober5000 1dc449ffa6 standardize order of parameters 2019-03-03 14:39:53 -05:00
Goober5000 6369cdec7c standardize comment 2019-03-03 14:39:25 -05:00
Goober5000 31fe15c4f4 remove hook variables immediately 2019-03-03 14:34:36 -05:00
Goober5000 dd384e7f1d standardize order of parameters 2019-03-03 14:32:54 -05:00
Goober5000 c8fa5803b9 set all hook variables (and unset them immediately after) for debris and asteroids 2019-03-03 14:24:50 -05:00
Goober5000 b57a608177 set all hook variables (and unset them immediately after) for debris and asteroids 2019-03-03 14:20:25 -05:00
Goober5000 c6bf5e927b make sure to set all hook variables when the script hook is called
In this block of code, the conditions were checked with a set of four hook variables but then subsequently run with only two.  This adds all four previously used variables.  More importantly, it adds the hook variables with expected and user-friendly names, since 'self' and 'object' are not necessarily intuitive.
2019-03-02 21:16:00 -05:00
niffiwan 3c812915e4 add dock-related is_arriving helper functions
Address feedback from PR; reduce the number of hardcoded flags
2019-03-01 19:26:02 +10:00
niffiwan 37f2c8249d Fix issues with docked ships warping
There's a number of issues fixed here:
* Radar blips of docked ships were the wrong colour in stage 1
* You could target docked ships in stage 1
* Docked ships thrusters were visible in stage 1
* Hyperspace warptype ship could initially appear at their
warp-destination, then spring back to the correct location to complete
the rest of their warpin (because a docked ship had higher speed than
the dock leader)

There may also be a number of other subtle bugs with docked warpin;
e.g. I suspect (but haven't tested) that AI turrets could fire on
docked ships during warpin
These should also be fixed

Lastly, fixes issue #1867
2019-02-24 09:20:57 +10:00
CasparKielwein e622d81e89 remove unused functions and defines in object/code 2018-12-29 16:45:47 +01:00
Goober5000 e581a3b8a3 make these variables global 2018-12-16 14:28:47 -05:00
Goober5000 e9a8b9d8a2 make vectors static, per discussion on Discord 2018-12-15 16:45:58 -05:00
niffiwan d638cacc51 Merge pull request #1932 from Goober5000/fix_warp_clipping
Fix warp clipping
2018-12-07 07:56:33 +10:00
Matthew Khouzam 5c064afd95 Update objectsort.cpp 2018-11-28 23:12:55 -05:00
Matthew Khouzam 6ee41c06d8 Update objectsort.cpp 2018-11-28 23:12:34 -05:00
Matthew Khouzam 58fa411ad3 Update objectsort.cpp 2018-11-28 23:11:57 -05:00