This was only implemented with MSVC style asm.
Comments suggest that it was used to help catch invalid FOV calculations,
which were probably only happening with ancient compiler bugs.
(Except for handling of longs in TypeInfo and win32-only Maya import stuff).
sizeof(long) == sizeof(int) on x86 and win64,
but not on 64bit (x86_64) linux/unix/osx/.. so they should be avoided.
Monsters got stuck in same places of d3xp because PVS calculations
returned that they were not in the players PVS.
This only happened on LP64 systems like Unix/Linux amd64 where
sizeof(long) == 8 - it did not happen on Win64 because it's LLP64, i.e.
sizeof(long) == 4 (like on x86 32bit).
Bit fiddling code in Pvs.cpp seemed to assume that sizeof(long) == 4
like on win32.
Fixes#7.
Fix silly issue from 3d692b58 (sizeof(E_EVENT_SIZEOF_VEC)).
Align entity values of events to the native pointer size, which
is noticeably faster on x86_64 and fixes another assert() in
debug builds.
Past savegames with entities in events are not compatible.
The argument size of each event is checked in debug builds
and this change was missing from the x86_64 commits.
Surprisingly this didn't trigger yet with the original game,
only with the mod 'Classic Doom 3'.
idAnimator::GetJointLocalTransform() miscompiles with gcc 4.5 and
-ftree-vrp (implied by -O2).
Reorder code to avoid the compiler bug, no functional change.
Required for events with string arguments. On debug builds
an assert() is triggered when trying to save such an event,
while events could not be properly restored in any build.
This happens when going from map delta4 to hell1 and the
autosave feature kicks in. The trigger event 'selectWeapon'
with the string argument 'weapon_fists' is in the event queue.
With the binary from id a warning is issued:
WARNING: player1 is not carrying weapon ''
so the bug exists in there too, just that its a release build
and doesn't abort().
I also managed to trigger this while saving shortly after
activating an elevator switch.
We want to use the SIMD functions of the base class if the
deriving class does not implement every overloaded variant.
Added missing idLight::SetColor(idVec3) which is declared in
idEntity.
The class is only used for debugging and statistical purposes.
The precision is now reduced to milliseconds, but that's only
relevant for fine grained debug timings - where the old code
was inaccurate at anyway.
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
Alot of stack and event variables are pointers. Align the size of
all script and event variable types to sizeof(intptr_t) so that
the CPU needs only one fetch insn on 64bit archs.
Tested on x86 and x86_64 and found no different script behaviours
compared to the binary from id.
Savegames on x86_64 do work, but are not compatible to x86 and vice
versa (among other issues, the stack is written to file as-is).
x86 builds can still load savegames from the official binary and
vice versa.
suggest explicit braces to avoid ambiguous ‘else’
suggest parentheses around ‘&&’ within ‘||’
suggest parentheses around ‘-’ in operand of ‘&’
suggest parentheses around arithmetic in operand of ‘|’
equality comparison with extraneous parentheses
Functional change:
Proper HELLTIME check in Playerview due to missing parentheses.
variable set but not used
Removes some CollisionModel code under _DEBUG which was probably a
leftover, since it was completely useless (its done later anyways).