The "stealth" and "fighter/bomber" ship class flags are not actual ship types, so they should never have been added to objecttypes.tbl. Remove them from the built-in table.
Additionally, if a mod *does* use "stealth" in its own objecttypes.tbl, remove it. This prevents the invalid "stealth" type from overriding a valid existing type, which fixes#6366.
Per the comment earlier in this function, both -1 and -2 are expected values for sound indexes. Update the sound validity check accordingly. Fixes an assertion in `obj_snd_delete()` encountered by FotG when a sound index was -2.
* keep from crashing
* Also, bash the number of waves if necessary
* Add Debug warning to modders
* address feedback
* formatting
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Co-authored-by: Goober5000 <[email protected]>
Per #4294, this adds two new flag that, together, are equivalent to the legacy "immobile" flag but individually provide more fine-grained control. Since the physics for position and orientation have a bit of overlap, the new flag functionality simply reverts whatever position or orientation changes were done by the physics sim.
In the FRED and qtFRED ship flags dialogs, the "immobile" flag (aka "Does Not Move") is replaced by the two new flags, but in FSO the situation is more complicated. The old and new flags coexist and have overlapping functionality, so the mission designer must be careful to set and unset the appropriate flag (that is, it is possible for both "immobile" and "don't-change-position" to be set at the same time, in which case the ship cannot change position without both flags being unset). The `set-immobile` and `set-mobile` legacy SEXPs ensure that the new flags are removed so as not to conflict with the legacy flag, but the `alter-ship-flag` and `are-ship-flags-set` SEXPs and the `getFlag` and `setFlag` script functions use exactly what the FREDder/scripter specifies and nothing else.
(I attempted to completely replace "immobile" with the two newer flags, but it proved intractable to do this while maintaining reverse compatibility: retrofitting single-flag functions to apply dual flags for one particular situation made the functions harder to understand as well as introducing many edge cases and opportunities for bugs or "gotchas".)
Implements #4294.
* Adds particle effect offset.
* bugfixing
* Switches to a cleaner approach.
* Futureproofing for particle parenting.
* actually let's just bundle parenting into this one
* working on turrets
* grinding toward turret correctness
* still grinding toward correctness
* Gets turrets working correctly.
* Fixes merge artifact
* appeases clang-tidy
* Updates some comments.
* Updates some comments.
* Tiny bit of cleanup.
* Deduplicates comments.
* coverity - using `std::move` instead of copying, and change some parameters from value to reference
* coverity - fix or mark potential copy-paste mistakes
* coverity - various checking of parameter and return values
* coverity - miscellaneous fixes, and change some 'intentional' markers to 'false positive' markers
#6187 fixed transparency for cockpits, but the positioning for deferred lighting alas fell through the cracks. This PR fixes that and allows deferred lighting in cockpits to once again work as intended.
Tested and fix works as expected.
* Remove old interpolate angles quick
* Remove old interpolate functions
These are no longer used.
* Add linear interpolate vm function
More clearing functions
* Add physics snapshot struct to silo interpolation
Two of these two functions require an object pointer, so they cannot be in physics_state.cpp
With doxygen documentation
* Try to placate Linux
* Address Feedback
* And update declaration, of course
* Attempt to appease linter
* Exposes the New Flight Cursor Mode to Scripting
Thanks to #6136, FSO supports switching between two methods of flying. This PR exposes those settings and values to scripters. Tested and works as expected.
* fix aiming setting
* add reset position function
* cleanup setting pitch and heading
* one more cleanup
* update to enum support
* remove older version
* one more fix for setting flight mode
* Move replacement textures from ship to modelinstance
* Actually set pmi
* Fix texture replace in fred as well
* Fix bad indent
* incorporate feedback
1. Add the "Override #Command in event messages" checkbox to qtFRED
2. Add the "Preload Subspace Tunnel" checkbox to the proper button group in qtFRED
3. Reorder lines in fred.rc so the declarations match the order they appear in the dialog
4. Use the correct name when reporting fireball index errors for ship classes
As requested by Event Horizon, this removes the limit on fireball types. The fixed array has been replaced with a vector and the relevant code updated accordingly. There is also a new version of `stuff_int_list()` to parse ints into a vector.
This also adds bounds checking for explosion animations that are parsed for ship classes, ship types, and asteroids, since previously there was no guarantee that the indexes would be in range.
Remarkable that we're still finding bugs in fighter beams after 20 years...
Since field-of-fire angles are specified in degrees, and `cosf` accepts radians, the angle needs to be converted (and then halved, per usage elsewhere). Although this is a bugfix, this should technically not affect fighter beam behavior because fighter beams always fire down their normals.
To enforce type safety for arrival and departure locations, this converts them to enum classes. Various casts are added when appropriate to convert between the indexed and enum values.
With the `$Damage Impacted Subsystem First:` game_settings flag, weapons will damage submodels over subsystems, even if the subsystem is closer. Yet occasionally this is not the correct behavior (e.g. for the Rahu's engines). The new subsystem flag allows this behavior to be selectively overridden.