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Merge remote-tracking branch 'upstream/master' into md2-fopen-error
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commit
c61035571b
7 changed files with 30 additions and 24 deletions
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@ -730,11 +730,6 @@ void D_StartTitle(void)
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CON_ToggleOff();
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// Reset the palette
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_SetPaletteColor(0);
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else
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#endif
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if (rendermode != render_none)
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V_SetPaletteLump("PLAYPAL");
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}
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@ -1223,7 +1218,7 @@ void D_SRB2Main(void)
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CONS_Printf("R_Init(): Init SRB2 refresh daemon.\n");
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R_Init();
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// setting up sound
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// setting up sound
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if (dedicated)
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{
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nosound = true;
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@ -2901,8 +2901,8 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord)
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py2 = bspcoord[checkcoord[boxpos][3]];
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// check clip list for an open space
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angle1 = R_PointToAngle(px1, py1) - dup_viewangle;
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angle2 = R_PointToAngle(px2, py2) - dup_viewangle;
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angle1 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px1>>1, py1>>1) - dup_viewangle;
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angle2 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px2>>1, py2>>1) - dup_viewangle;
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span = angle1 - angle2;
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@ -4228,6 +4228,9 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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i = 0;
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temp = FLOAT_TO_FIXED(realtop);
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if (spr->mobj->frame & FF_FULLBRIGHT)
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lightlevel = 255;
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#ifdef ESLOPE
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for (i = 1; i < sector->numlights; i++)
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{
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@ -4235,14 +4238,16 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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: sector->lightlist[i].height;
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if (h <= temp)
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{
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lightlevel = *list[i-1].lightlevel;
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = *list[i-1].lightlevel;
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colormap = list[i-1].extra_colormap;
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break;
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}
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}
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#else
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i = R_GetPlaneLight(sector, temp, false);
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lightlevel = *list[i].lightlevel;
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = *list[i].lightlevel;
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colormap = list[i].extra_colormap;
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#endif
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@ -4257,7 +4262,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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// even if we aren't changing colormap or lightlevel, we still need to continue drawing down the sprite
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if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
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{
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lightlevel = *list[i].lightlevel;
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = *list[i].lightlevel;
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colormap = list[i].extra_colormap;
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}
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@ -33,7 +33,9 @@
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*/
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fixed_t FixedMul(fixed_t a, fixed_t b)
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{
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return (fixed_t)((((INT64)a * b) ) / FRACUNIT);
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// Need to cast to unsigned before shifting to avoid undefined behaviour
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// for negative integers
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return (fixed_t)(((UINT64)((INT64)a * b)) >> FRACBITS);
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}
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#endif //__USE_C_FIXEDMUL__
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@ -6543,7 +6543,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
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if (choice < 32 || choice > 127 || itemOn != 0)
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break;
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l = strlen(setupm_name);
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if (l < MAXPLAYERNAME-1)
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if (l < MAXPLAYERNAME)
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{
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S_StartSound(NULL,sfx_menu1); // Tails
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setupm_name[l] =(char)choice;
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@ -2503,11 +2503,6 @@ boolean P_SetupLevel(boolean skipprecip)
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// Reset the palette
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_SetPaletteColor(0);
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else
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#endif
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if (rendermode != render_none)
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V_SetPaletteLump("PLAYPAL");
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@ -3003,7 +2998,7 @@ boolean P_AddWadFile(const char *wadfilename, char **firstmapname)
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if ((numlumps = W_LoadWadFile(wadfilename)) == INT16_MAX)
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{
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CONS_Printf(M_GetText("Errors occured while loading %s; not added.\n"), wadfilename);
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CONS_Printf(M_GetText("Errors occurred while loading %s; not added.\n"), wadfilename);
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return false;
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}
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else wadnum = (UINT16)(numwadfiles-1);
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@ -658,6 +658,14 @@ static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type)
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SDL_memset(&event, 0, sizeof(event_t));
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// Ignore the event if the mouse is not actually focused on the window.
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// This can happen if you used the mouse to restore keyboard focus;
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// this apparently makes a mouse button down event but not a mouse button up event,
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// resulting in whatever key was pressed down getting "stuck" if we don't ignore it.
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// -- Monster Iestyn (28/05/18)
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if (SDL_GetMouseFocus() != window)
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return;
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/// \todo inputEvent.button.which
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if (USE_MOUSEINPUT)
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{
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@ -210,17 +210,17 @@ void ST_doPaletteStuff(void)
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else
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palette = 0;
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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palette = 0; // No flashpals here in OpenGL
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#endif
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palette = min(max(palette, 0), 13);
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if (palette != st_palette)
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{
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st_palette = palette;
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_SetPaletteColor(0);
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else
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#endif
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if (rendermode != render_none)
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{
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V_SetPaletteLump(GetPalette()); // Reset the palette
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