Merge branch 'version-prep'

This commit is contained in:
fickleheart 2019-03-17 17:55:38 -05:00
commit e18c6c0e1f
13 changed files with 193 additions and 194 deletions

View file

@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.0)
# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
# Version change is fine.
project(SRB2
VERSION 1.0.2
VERSION 1.0.4
LANGUAGES C)
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})

View file

@ -1,4 +1,4 @@
version: 1.0.2.{branch}-{build}
version: 1.0.4.{branch}-{build}
os: MinGW
environment:
@ -29,7 +29,7 @@ environment:
##############################
DPL_ENABLED: 0
DPL_TAG_ENABLED: 0
DPL_INSTALLER_NAME: srb2kart-v102
DPL_INSTALLER_NAME: srb2kart-v104
# Asset handling is barebones vs. Travis Deployer. We operate on 7z only.
# Include the README files and the OpenGL batch in the main and patch archives.
# The x86/x64 archives contain the DLL binaries.

View file

@ -37,7 +37,7 @@
* Last updated 2015 / 05 / 03 - SRB2 v2.1.15 - srb2.srb
* Last updated 2018 / 12 / 23 - SRB2 v2.1.22 - patch.dta
* Last updated 2019 / 01 / 18 - Kart v1.0.2 - Main assets
* Last updated 2019 / 02 / 04 - Kart v1.0.3 - patch.kart
* Last updated 2019 / 03 / 11 - Kart v1.0.4 - patch.kart
*/
// Base SRB2 hashes
@ -52,7 +52,7 @@
#define ASSET_HASH_CHARS_KART "e2c428347dde52858a3dacd29fc5b964"
#define ASSET_HASH_MAPS_KART "1335cd064656aedca359cfbb5233ac4a"
#ifdef USE_PATCH_KART
#define ASSET_HASH_PATCH_KART "e06c1c90e5645c886026311964f8e1f5"
#define ASSET_HASH_PATCH_KART "b5f48e1abccfa47a5745199182e2fef4"
#endif
#endif

View file

@ -150,9 +150,9 @@ extern FILE *logstream;
// we use comprevision and compbranch instead.
#else
#define VERSION 100 // Game version
#define SUBVERSION 3 // more precise version number
#define VERSIONSTRING "v1.0.3"
#define VERSIONSTRINGW L"v1.0.3"
#define SUBVERSION 4 // more precise version number
#define VERSIONSTRING "v1.0.4"
#define VERSIONSTRINGW L"v1.0.4"
// Hey! If you change this, add 1 to the MODVERSION below!
// Otherwise we can't force updates!
#endif
@ -221,7 +221,7 @@ extern FILE *logstream;
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
#define MODVERSION 3
#define MODVERSION 4
// Filter consvars by version
// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.

View file

@ -611,7 +611,7 @@ void F_CreditDrawer(void)
if (credits_pics[i].colorize != SKINCOLOR_NONE)
{
colormap = R_GetTranslationColormap(TC_RAINBOW, credits_pics[i].colorize, 0);
colormap = R_GetTranslationColormap(TC_RAINBOW, credits_pics[i].colorize, GTC_MENUCACHE);
sc = FRACUNIT; // quick hack so I don't have to add another field to credits_pics
}
@ -1103,6 +1103,10 @@ void F_StartWaitingPlayers(void)
finalecount = 0;
randskin = M_RandomKey(numskins);
if (waitcolormap)
Z_Free(waitcolormap);
waitcolormap = R_GetTranslationColormap(randskin, skins[randskin].prefcolor, 0);
for (i = 0; i < 2; i++)

View file

@ -1823,80 +1823,6 @@ static INT32 spectatedelay, spectatedelay2, spectatedelay3, spectatedelay4 = 0;
//
boolean G_Responder(event_t *ev)
{
// allow spy mode changes even during the demo
if (gamestate == GS_LEVEL && ev->type == ev_keydown
&& (ev->data1 == KEY_F12 || ev->data1 == gamecontrol[gc_viewpoint][0] || ev->data1 == gamecontrol[gc_viewpoint][1]))
{
if (splitscreen || !netgame)
displayplayer = consoleplayer;
else
{
UINT8 i = 0; // spy mode
for (i = 0; i < MAXPLAYERS; i++)
{
displayplayer++;
if (displayplayer == MAXPLAYERS)
displayplayer = 0;
if (displayplayer == consoleplayer)
break; // End loop
if (!playeringame[displayplayer])
continue;
if (players[displayplayer].spectator)
continue;
// SRB2Kart: Only go through players who are actually playing
if (players[displayplayer].exiting)
continue;
if (players[displayplayer].pflags & PF_TIMEOVER)
continue;
// I don't know if we want this actually, but I'll humor the suggestion anyway
if (G_BattleGametype())
{
if (players[displayplayer].kartstuff[k_bumper] <= 0)
continue;
}
// SRB2Kart: we have no team-based modes, YET...
/*if (G_GametypeHasTeams())
{
if (players[consoleplayer].ctfteam
&& players[displayplayer].ctfteam != players[consoleplayer].ctfteam)
continue;
}
else if (gametype == GT_HIDEANDSEEK)
{
if (players[consoleplayer].pflags & PF_TAGIT)
continue;
}
// Other Tag-based gametypes?
else if (G_TagGametype())
{
if (!players[consoleplayer].spectator
&& (players[consoleplayer].pflags & PF_TAGIT) != (players[displayplayer].pflags & PF_TAGIT))
continue;
}
else if (G_GametypeHasSpectators() && G_BattleGametype())
{
if (!players[consoleplayer].spectator)
continue;
}*/
break;
}
// change statusbar also if playing back demo
if (singledemo)
ST_changeDemoView();
return true;
}
}
// any other key pops up menu if in demos
if (gameaction == ga_nothing && !singledemo &&
((demoplayback && !modeattacking && !titledemo) || gamestate == GS_TITLESCREEN))
@ -1974,6 +1900,80 @@ boolean G_Responder(event_t *ev)
if (HU_Responder(ev))
return true; // chat ate the event
// allow spy mode changes even during the demo
if (gamestate == GS_LEVEL && ev->type == ev_keydown
&& (ev->data1 == KEY_F12 || ev->data1 == gamecontrol[gc_viewpoint][0] || ev->data1 == gamecontrol[gc_viewpoint][1]))
{
if (splitscreen || !netgame)
displayplayer = consoleplayer;
else
{
UINT8 i = 0; // spy mode
for (i = 0; i < MAXPLAYERS; i++)
{
displayplayer++;
if (displayplayer == MAXPLAYERS)
displayplayer = 0;
if (displayplayer == consoleplayer)
break; // End loop
if (!playeringame[displayplayer])
continue;
if (players[displayplayer].spectator)
continue;
// SRB2Kart: Only go through players who are actually playing
if (players[displayplayer].exiting)
continue;
if (players[displayplayer].pflags & PF_TIMEOVER)
continue;
// I don't know if we want this actually, but I'll humor the suggestion anyway
if (G_BattleGametype())
{
if (players[displayplayer].kartstuff[k_bumper] <= 0)
continue;
}
// SRB2Kart: we have no team-based modes, YET...
/*if (G_GametypeHasTeams())
{
if (players[consoleplayer].ctfteam
&& players[displayplayer].ctfteam != players[consoleplayer].ctfteam)
continue;
}
else if (gametype == GT_HIDEANDSEEK)
{
if (players[consoleplayer].pflags & PF_TAGIT)
continue;
}
// Other Tag-based gametypes?
else if (G_TagGametype())
{
if (!players[consoleplayer].spectator
&& (players[consoleplayer].pflags & PF_TAGIT) != (players[displayplayer].pflags & PF_TAGIT))
continue;
}
else if (G_GametypeHasSpectators() && G_BattleGametype())
{
if (!players[consoleplayer].spectator)
continue;
}*/
break;
}
// change statusbar also if playing back demo
if (singledemo)
ST_changeDemoView();
return true;
}
}
// update keys current state
G_MapEventsToControls(ev);

View file

@ -6989,7 +6989,7 @@ static void K_drawKartItem(void)
}
if (localcolor != SKINCOLOR_NONE)
colmap = R_GetTranslationColormap(colormode, localcolor, 0);
colmap = R_GetTranslationColormap(colormode, localcolor, GTC_CACHE);
V_DrawScaledPatch(fx, fy, V_HUDTRANS|fflags, localbg);
@ -7651,7 +7651,7 @@ static void K_drawKartSpeedometer(void)
static void K_drawKartBumpersOrKarma(void)
{
UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, stplyr->skincolor, 0);
UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, stplyr->skincolor, GTC_CACHE);
INT32 splitflags = K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT);
INT32 fx = 0, fy = 0, fflags = 0;
boolean flipstring = false; // same as laps, used for splitscreen
@ -7859,7 +7859,7 @@ static void K_drawKartPlayerCheck(void)
else if (x > 306)
x = 306;
colormap = R_GetTranslationColormap(TC_DEFAULT, players[i].mo->color, 0);
colormap = R_GetTranslationColormap(TC_DEFAULT, players[i].mo->color, GTC_CACHE);
V_DrawMappedPatch(x, CHEK_Y, V_HUDTRANS|splitflags, kp_check[pnum], colormap);
}
}
@ -8388,16 +8388,16 @@ static void K_drawKartFirstPerson(void)
// drift sparks!
if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsthree))
colmap = R_GetTranslationColormap(TC_RAINBOW, (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))), 0);
colmap = R_GetTranslationColormap(TC_RAINBOW, (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))), GTC_CACHE);
else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dstwo))
colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_KETCHUP, 0);
colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_KETCHUP, GTC_CACHE);
else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsone))
colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_SAPPHIRE, 0);
colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_SAPPHIRE, GTC_CACHE);
else
#endif
// invincibility/grow/shrink!
if (stplyr->mo->colorized && stplyr->mo->color)
colmap = R_GetTranslationColormap(TC_RAINBOW, stplyr->mo->color, 0);
colmap = R_GetTranslationColormap(TC_RAINBOW, stplyr->mo->color, GTC_CACHE);
}
V_DrawFixedPatch(x, y, scale, splitflags, kp_fpview[target], colmap);
@ -8507,7 +8507,7 @@ static void K_drawInput(void)
else
{
UINT8 *colormap;
colormap = R_GetTranslationColormap(0, stplyr->skincolor, 0);
colormap = R_GetTranslationColormap(0, stplyr->skincolor, GTC_CACHE);
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, splitflags, kp_inputwheel[target], colormap);
}
}
@ -8532,7 +8532,7 @@ static void K_drawLapStartAnim(void)
{
// This is an EVEN MORE insanely complicated animation.
const UINT8 progress = 80-stplyr->kartstuff[k_lapanimation];
UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, stplyr->skincolor, 0);
UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, stplyr->skincolor, GTC_CACHE);
V_DrawFixedPatch((BASEVIDWIDTH/2 + (32*max(0, stplyr->kartstuff[k_lapanimation]-76)))*FRACUNIT,
(48 - (32*max(0, progress-76)))*FRACUNIT,
@ -8906,7 +8906,7 @@ void K_drawKartHUD(void)
for (c = 1; c < MAXSKINCOLORS; c++)
{
UINT8 *cm = R_GetTranslationColormap(TC_RAINBOW, c, 0);
UINT8 *cm = R_GetTranslationColormap(TC_RAINBOW, c, GTC_CACHE);
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT>>1, 0, facewantprefix[stplyr->skin], cm);
x += 16;

View file

@ -743,6 +743,8 @@ static int ticcmd_get(lua_State *L)
lua_pushinteger(L, cmd->buttons);
else if (fastcmp(field,"driftturn"))
lua_pushinteger(L, cmd->driftturn);
else if (fastcmp(field,"latency"))
lua_pushinteger(L, cmd->latency);
else
return NOFIELD;

View file

@ -3474,7 +3474,7 @@ static void M_DrawMapEmblems(INT32 mapnum, INT32 x, INT32 y)
if (emblem->collected)
V_DrawSmallMappedPatch(x, y, 0, W_CachePatchName(M_GetEmblemPatch(emblem), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_CACHE));
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_MENUCACHE));
else
V_DrawSmallScaledPatch(x, y, 0, W_CachePatchName("NEEDIT", PU_CACHE));
@ -3811,7 +3811,7 @@ static void M_DrawPauseMenu(void)
if (emblem->collected)
V_DrawSmallMappedPatch(40, 44 + (i*8), 0, W_CachePatchName(M_GetEmblemPatch(emblem), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_CACHE));
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_MENUCACHE));
else
V_DrawSmallScaledPatch(40, 44 + (i*8), 0, W_CachePatchName("NEEDIT", PU_CACHE));
@ -5359,7 +5359,7 @@ static void M_DrawEmblemHints(void)
{
collected = recommendedflags;
V_DrawMappedPatch(12, 12+(28*j), 0, W_CachePatchName(M_GetEmblemPatch(emblem), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_CACHE));
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(emblem), GTC_MENUCACHE));
}
else
{
@ -5702,7 +5702,7 @@ static void M_DrawLoadGameData(void)
V_DrawScaledPatch(SP_LoadDef.x,144+8,0,W_CachePatchName(skins[savegameinfo[saveSlotSelected].skinnum].face, PU_CACHE));
else
{
UINT8 *colormap = R_GetTranslationColormap(savegameinfo[saveSlotSelected].skinnum, savegameinfo[saveSlotSelected].skincolor, 0);
UINT8 *colormap = R_GetTranslationColormap(savegameinfo[saveSlotSelected].skinnum, savegameinfo[saveSlotSelected].skincolor, GTC_MENUCACHE);
V_DrawMappedPatch(SP_LoadDef.x,144+8,0,W_CachePatchName(skins[savegameinfo[saveSlotSelected].skinnum].face, PU_CACHE), colormap);
}
@ -6392,7 +6392,7 @@ static void M_DrawStatsMaps(int location)
if (exemblem->collected)
V_DrawSmallMappedPatch(295, y, 0, W_CachePatchName(M_GetExtraEmblemPatch(exemblem), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetExtraEmblemColor(exemblem), GTC_CACHE));
R_GetTranslationColormap(TC_DEFAULT, M_GetExtraEmblemColor(exemblem), GTC_MENUCACHE));
else
V_DrawSmallScaledPatch(295, y, 0, W_CachePatchName("NEEDIT", PU_CACHE));
@ -6527,7 +6527,7 @@ void M_DrawTimeAttackMenu(void)
// Character face!
if (W_CheckNumForName(skins[cv_chooseskin.value-1].facewant) != LUMPERROR)
{
UINT8 *colormap = R_GetTranslationColormap(cv_chooseskin.value-1, cv_playercolor.value, 0);
UINT8 *colormap = R_GetTranslationColormap(cv_chooseskin.value-1, cv_playercolor.value, GTC_MENUCACHE);
V_DrawMappedPatch(BASEVIDWIDTH-x - SHORT(facewantprefix[cv_chooseskin.value-1]->width), y, 0, facewantprefix[cv_chooseskin.value-1], colormap);
}
@ -6652,7 +6652,7 @@ void M_DrawTimeAttackMenu(void)
if (em->collected)
V_DrawMappedPatch(BASEVIDWIDTH - 64 - 24, y+48, 0, W_CachePatchName(M_GetEmblemPatch(em), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(em), GTC_CACHE));
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(em), GTC_MENUCACHE));
else
V_DrawScaledPatch(BASEVIDWIDTH - 64 - 24, y+48, 0, W_CachePatchName("NEEDIT", PU_CACHE));
@ -6812,7 +6812,7 @@ static boolean M_QuitTimeAttackMenu(void)
if (em->collected)
V_DrawSmallMappedPatch(160+88, yHeight, 0, W_CachePatchName(M_GetEmblemPatch(em), PU_CACHE),
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(em), GTC_CACHE));
R_GetTranslationColormap(TC_DEFAULT, M_GetEmblemColor(em), GTC_MENUCACHE));
else
V_DrawSmallScaledPatch(160+88, yHeight, 0, W_CachePatchName("NEEDIT", PU_CACHE));
@ -7886,7 +7886,7 @@ Update the maxplayers label...
if (!trans && i > cv_splitplayers.value)
trans = V_TRANSLUCENT;
colmap = R_GetTranslationColormap(pskin, pcol, 0);
colmap = R_GetTranslationColormap(pskin, pcol, GTC_MENUCACHE);
V_DrawFixedPatch(x<<FRACBITS, y<<FRACBITS, FRACUNIT, trans, facewantprefix[pskin], colmap);
@ -8197,7 +8197,7 @@ static void M_DrawSetupMultiPlayerMenu(void)
statdot = W_CachePatchName("K_SDOT2", PU_CACHE); // coloured center
if (setupm_fakecolor)
V_DrawFixedPatch(((BASEVIDWIDTH - mx - 80) + ((speed-1)*8))<<FRACBITS, ((my+76) + ((weight-1)*8))<<FRACBITS, FRACUNIT, 0, statdot, R_GetTranslationColormap(0, setupm_fakecolor, 0));
V_DrawFixedPatch(((BASEVIDWIDTH - mx - 80) + ((speed-1)*8))<<FRACBITS, ((my+76) + ((weight-1)*8))<<FRACBITS, FRACUNIT, 0, statdot, R_GetTranslationColormap(0, setupm_fakecolor, GTC_MENUCACHE));
// 2.2 color bar backported with permission
#define charw 72
@ -8267,7 +8267,7 @@ static void M_DrawSetupMultiPlayerMenu(void)
offx = 8;
offy = 8;
}
colmap = R_GetTranslationColormap(col, setupm_fakecolor, 0);
colmap = R_GetTranslationColormap(col, setupm_fakecolor, GTC_MENUCACHE);
V_DrawFixedPatch((x+offx)<<FRACBITS, (my+28+offy)<<FRACBITS, FRACUNIT, 0, face, colmap);
if (scale == FRACUNIT) // bit of a hack
V_DrawFixedPatch((x+offx)<<FRACBITS, (my+28+offy)<<FRACBITS, FRACUNIT, 0, cursor, colmap);
@ -8313,7 +8313,7 @@ static void M_DrawSetupMultiPlayerMenu(void)
// draw player sprite
if (setupm_fakecolor) // inverse should never happen
{
UINT8 *colormap = R_GetTranslationColormap(setupm_fakeskin, setupm_fakecolor, 0);
UINT8 *colormap = R_GetTranslationColormap(setupm_fakeskin, setupm_fakecolor, GTC_MENUCACHE);
if (skins[setupm_fakeskin].flags & SF_HIRES)
{
@ -8324,8 +8324,6 @@ static void M_DrawSetupMultiPlayerMenu(void)
}
else
V_DrawMappedPatch(mx+43, my+131, flags, patch, colormap);
Z_Free(colormap);
}
#undef charw
}

View file

@ -2787,8 +2787,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
}
#ifdef ESLOPE
// HACK TO FIX DSZ2: apply only if slopes are involved
else if (tmceilingslope && tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
else if (tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
{
thing->z = (thing->ceilingz = thingtop = tmceilingz) - thing->height;
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
@ -2801,8 +2800,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
}
#ifdef ESLOPE
// HACK TO FIX DSZ2: apply only if slopes are involved
else if (tmfloorslope && tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
else if (tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
{
thing->z = thing->floorz = tmfloorz;
thing->eflags |= MFE_JUSTSTEPPEDDOWN;

View file

@ -679,89 +679,84 @@ static void P_NetArchiveWorld(void)
WRITEUINT16(put, 0xffff);
mld = W_CacheLumpNum(lastloadedmaplumpnum+ML_LINEDEFS, PU_CACHE);
msd = W_CacheLumpNum(lastloadedmaplumpnum+ML_SIDEDEFS, PU_CACHE);
if (mld && msd)
// do lines
for (i = 0; i < numlines; i++, mld++, li++)
{
// do lines
for (i = 0; i < numlines; i++, mld++, li++)
diff = diff2 = 0;
if (li->special != SHORT(mld->special))
diff |= LD_SPECIAL;
if (SHORT(mld->special) == 321 || SHORT(mld->special) == 322) // only reason li->callcount would be non-zero is if either of these are involved
diff |= LD_CLLCOUNT;
if (li->sidenum[0] != 0xffff)
{
diff = diff2 = 0;
si = &sides[li->sidenum[0]];
if (si->textureoffset != SHORT(msd[li->sidenum[0]].textureoffset)<<FRACBITS)
diff |= LD_S1TEXOFF;
//SoM: 4/1/2000: Some textures are colormaps. Don't worry about invalid textures.
if (R_CheckTextureNumForName(msd[li->sidenum[0]].toptexture) != -1
&& si->toptexture != R_TextureNumForName(msd[li->sidenum[0]].toptexture))
diff |= LD_S1TOPTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[0]].bottomtexture) != -1
&& si->bottomtexture != R_TextureNumForName(msd[li->sidenum[0]].bottomtexture))
diff |= LD_S1BOTTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[0]].midtexture) != -1
&& si->midtexture != R_TextureNumForName(msd[li->sidenum[0]].midtexture))
diff |= LD_S1MIDTEX;
}
if (li->sidenum[1] != 0xffff)
{
si = &sides[li->sidenum[1]];
if (si->textureoffset != SHORT(msd[li->sidenum[1]].textureoffset)<<FRACBITS)
diff2 |= LD_S2TEXOFF;
if (R_CheckTextureNumForName(msd[li->sidenum[1]].toptexture) != -1
&& si->toptexture != R_TextureNumForName(msd[li->sidenum[1]].toptexture))
diff2 |= LD_S2TOPTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[1]].bottomtexture) != -1
&& si->bottomtexture != R_TextureNumForName(msd[li->sidenum[1]].bottomtexture))
diff2 |= LD_S2BOTTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[1]].midtexture) != -1
&& si->midtexture != R_TextureNumForName(msd[li->sidenum[1]].midtexture))
diff2 |= LD_S2MIDTEX;
if (diff2)
diff |= LD_DIFF2;
}
if (li->special != SHORT(mld->special))
diff |= LD_SPECIAL;
if (diff)
{
statline++;
WRITEINT16(put, i);
WRITEUINT8(put, diff);
if (diff & LD_DIFF2)
WRITEUINT8(put, diff2);
if (diff & LD_FLAG)
WRITEINT16(put, li->flags);
if (diff & LD_SPECIAL)
WRITEINT16(put, li->special);
if (diff & LD_CLLCOUNT)
WRITEINT16(put, li->callcount);
if (SHORT(mld->special) == 321 || SHORT(mld->special) == 322) // only reason li->callcount would be non-zero is if either of these are involved
diff |= LD_CLLCOUNT;
si = &sides[li->sidenum[0]];
if (diff & LD_S1TEXOFF)
WRITEFIXED(put, si->textureoffset);
if (diff & LD_S1TOPTEX)
WRITEINT32(put, si->toptexture);
if (diff & LD_S1BOTTEX)
WRITEINT32(put, si->bottomtexture);
if (diff & LD_S1MIDTEX)
WRITEINT32(put, si->midtexture);
if (li->sidenum[0] != 0xffff)
{
si = &sides[li->sidenum[0]];
if (si->textureoffset != SHORT(msd[li->sidenum[0]].textureoffset)<<FRACBITS)
diff |= LD_S1TEXOFF;
//SoM: 4/1/2000: Some textures are colormaps. Don't worry about invalid textures.
if (R_CheckTextureNumForName(msd[li->sidenum[0]].toptexture) != -1
&& si->toptexture != R_TextureNumForName(msd[li->sidenum[0]].toptexture))
diff |= LD_S1TOPTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[0]].bottomtexture) != -1
&& si->bottomtexture != R_TextureNumForName(msd[li->sidenum[0]].bottomtexture))
diff |= LD_S1BOTTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[0]].midtexture) != -1
&& si->midtexture != R_TextureNumForName(msd[li->sidenum[0]].midtexture))
diff |= LD_S1MIDTEX;
}
if (li->sidenum[1] != 0xffff)
{
si = &sides[li->sidenum[1]];
if (si->textureoffset != SHORT(msd[li->sidenum[1]].textureoffset)<<FRACBITS)
diff2 |= LD_S2TEXOFF;
if (R_CheckTextureNumForName(msd[li->sidenum[1]].toptexture) != -1
&& si->toptexture != R_TextureNumForName(msd[li->sidenum[1]].toptexture))
diff2 |= LD_S2TOPTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[1]].bottomtexture) != -1
&& si->bottomtexture != R_TextureNumForName(msd[li->sidenum[1]].bottomtexture))
diff2 |= LD_S2BOTTEX;
if (R_CheckTextureNumForName(msd[li->sidenum[1]].midtexture) != -1
&& si->midtexture != R_TextureNumForName(msd[li->sidenum[1]].midtexture))
diff2 |= LD_S2MIDTEX;
if (diff2)
diff |= LD_DIFF2;
}
if (diff)
{
statline++;
WRITEINT16(put, i);
WRITEUINT8(put, diff);
if (diff & LD_DIFF2)
WRITEUINT8(put, diff2);
if (diff & LD_FLAG)
WRITEINT16(put, li->flags);
if (diff & LD_SPECIAL)
WRITEINT16(put, li->special);
if (diff & LD_CLLCOUNT)
WRITEINT16(put, li->callcount);
si = &sides[li->sidenum[0]];
if (diff & LD_S1TEXOFF)
WRITEFIXED(put, si->textureoffset);
if (diff & LD_S1TOPTEX)
WRITEINT32(put, si->toptexture);
if (diff & LD_S1BOTTEX)
WRITEINT32(put, si->bottomtexture);
if (diff & LD_S1MIDTEX)
WRITEINT32(put, si->midtexture);
si = &sides[li->sidenum[1]];
if (diff2 & LD_S2TEXOFF)
WRITEFIXED(put, si->textureoffset);
if (diff2 & LD_S2TOPTEX)
WRITEINT32(put, si->toptexture);
if (diff2 & LD_S2BOTTEX)
WRITEINT32(put, si->bottomtexture);
if (diff2 & LD_S2MIDTEX)
WRITEINT32(put, si->midtexture);
}
si = &sides[li->sidenum[1]];
if (diff2 & LD_S2TEXOFF)
WRITEFIXED(put, si->textureoffset);
if (diff2 & LD_S2TOPTEX)
WRITEINT32(put, si->toptexture);
if (diff2 & LD_S2BOTTEX)
WRITEINT32(put, si->bottomtexture);
if (diff2 & LD_S2MIDTEX)
WRITEINT32(put, si->midtexture);
}
}
WRITEUINT16(put, 0xffff);

View file

@ -102,6 +102,8 @@ extern lumpnum_t viewborderlump[8];
// ------------------------------------------------
#define GTC_CACHE 1
#define GTC_MENUCACHE GTC_CACHE
//@TODO Add a separate caching mechanism for menu colormaps distinct from in-level GTC_CACHE. For now this is still preferable to memory leaks...
#define TC_DEFAULT -1
#define TC_BOSS -2

View file

@ -615,12 +615,12 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
{
// Tell game we got focus back, resume music if necessary
window_notinfocus = false;
if (!paused)
{
I_ResumeSong(); //resume it
if (cv_gamesounds.value)
S_EnableSound();
}
if (cv_gamesounds.value)
S_EnableSound();
if (!firsttimeonmouse)
{