mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 09:11:48 +00:00
Merge branch 'next' into the_second_remote_view_camera_fix
This commit is contained in:
commit
3329c10b60
5 changed files with 136 additions and 132 deletions
3
debian/rules
vendored
3
debian/rules
vendored
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@ -59,6 +59,7 @@ DBGNAME = debug/$(EXENAME)
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PKGDIR = usr/games/SRB2
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DBGDIR = usr/lib/debug/$(PKGDIR)
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LINKDIR = usr/games
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PIXMAPS_DIR = usr/share/pixmaps
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DESKTOP_DIR = usr/share/applications
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PREFIX = $(shell test "$(CROSS_COMPILE_BUILD)" != "$(CROSS_COMPILE_HOST)" && echo "PREFIX=$(CROSS_COMPILE_HOST)")
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@ -133,7 +134,7 @@ binary-arch:
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# dh_installcron
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# dh_installinfo
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# dh_installman
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# dh_link
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dh_link $(PKGDIR)/$(EXENAME) $(LINKDIR)/$(EXENAME)
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dh_compress
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dh_fixperms
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# dh_perl
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@ -8303,6 +8303,7 @@ static inline int lib_getenum(lua_State *L)
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LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
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return 1;
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} else if (fastcmp(word,"admin")) { // BACKWARDS COMPATIBILITY HACK: This was replaced with IsPlayerAdmin(), but some 2.1 Lua scripts still use the admin variable. It now points to the first admin player in the array.
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LUA_Deprecated(L, "admin", "IsPlayerAdmin(player)");
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if (!playeringame[adminplayers[0]] || IsPlayerAdmin(serverplayer))
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return 0;
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LUA_PushUserdata(L, &players[adminplayers[0]], META_PLAYER);
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@ -193,14 +193,14 @@ static polyvertex_t *fracdivline(fdivline_t *bsp, polyvertex_t *v1,
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v2dy = bsp->dy;
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den = v2dy*v1dx - v2dx*v1dy;
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if (den == 0)
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if (fabs(den) < 1.0E-36f) // avoid checking exactly for 0.0
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return NULL; // parallel
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// first check the frac along the polygon segment,
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// (do not accept hit with the extensions)
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num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
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frac = num / den;
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if (frac < 0 || frac > 1)
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if (frac < 0.0 || frac > 1.0)
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return NULL;
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// now get the frac along the BSP line
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@ -217,29 +217,6 @@ static polyvertex_t *fracdivline(fdivline_t *bsp, polyvertex_t *v1,
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return &pt;
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}
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#if 0
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//Hurdler: it's not used anymore
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static boolean NearVertice (polyvertex_t *p1, polyvertex_t *p2)
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{
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#if 1
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float diff;
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diff = p2->x - p1->x;
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if (diff < -1.5f || diff > 1.5f)
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return false;
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diff = p2->y - p1->y;
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if (diff < -1.5f || diff > 1.5f)
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return false;
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#else
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if (p1->x != p2->x)
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return false;
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if (p1->y != p2->y)
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return false;
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#endif
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// p1 and p2 are considered the same vertex
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return true;
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}
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#endif
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// if two vertice coords have a x and/or y difference
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// of less or equal than 1 FRACUNIT, they are considered the same
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// point. Note: hardcoded value, 1.0f could be anything else.
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@ -253,11 +230,18 @@ static boolean SameVertice (polyvertex_t *p1, polyvertex_t *p2)
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diff = p2->y - p1->y;
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if (diff < -1.5f || diff > 1.5f)
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return false;
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#else
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#elif 0
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if (p1->x != p2->x)
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return false;
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if (p1->y != p2->y)
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return false;
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#else
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#define DIVLINE_VERTEX_DIFF 0.45f
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float ep = DIVLINE_VERTEX_DIFF;
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if (fabsf( p2->x - p1->x ) > ep )
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return false;
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if (fabsf( p2->y - p1->y ) > ep )
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return false;
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#endif
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// p1 and p2 are considered the same vertex
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return true;
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@ -294,57 +278,57 @@ static void SplitPoly (fdivline_t *bsp, //splitting parametric line
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// start & end points
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pv = fracdivline(bsp, &poly->pts[i], &poly->pts[j]);
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if (pv)
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if (pv == NULL)
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continue;
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if (ps < 0)
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{
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if (ps < 0)
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// first point
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ps = i;
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vs = *pv;
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fracs = bspfrac;
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}
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else
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{
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//the partition line traverse a junction between two segments
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// or the two points are so close, they can be considered as one
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// thus, don't accept, since split 2 must be another vertex
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if (SameVertice(pv, &lastpv))
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{
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// first point
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ps = i;
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vs = *pv;
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fracs = bspfrac;
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}
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else
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{
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//the partition line traverse a junction between two segments
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// or the two points are so close, they can be considered as one
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// thus, don't accept, since split 2 must be another vertex
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if (SameVertice(pv, &lastpv))
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if (pe < 0)
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{
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if (pe < 0)
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{
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ps = i;
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psonline = 1;
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}
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else
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{
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pe = i;
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peonline = 1;
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}
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ps = i;
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psonline = 1;
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}
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else
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{
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if (pe < 0)
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{
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pe = i;
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ve = *pv;
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frace = bspfrac;
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}
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else
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{
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// a frac, not same vertice as last one
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// we already got pt2 so pt 2 is not on the line,
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// so we probably got back to the start point
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// which is on the line
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if (SameVertice(pv, &vs))
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psonline = 1;
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break;
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}
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pe = i;
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peonline = 1;
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}
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}
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else
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{
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if (pe < 0)
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{
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pe = i;
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ve = *pv;
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frace = bspfrac;
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}
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else
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{
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// a frac, not same vertice as last one
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// we already got pt2 so pt 2 is not on the line,
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// so we probably got back to the start point
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// which is on the line
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if (SameVertice(pv, &vs))
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psonline = 1;
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break;
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}
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}
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// remember last point intercept to detect identical points
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lastpv = *pv;
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}
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// remember last point intercept to detect identical points
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lastpv = *pv;
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}
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// no split: the partition line is either parallel and
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@ -368,7 +352,7 @@ static void SplitPoly (fdivline_t *bsp, //splitting parametric line
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return;
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}
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if (ps >= 0 && pe < 0)
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if (pe < 0)
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{
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//I_Error("SplitPoly: only one point for split line (%d %d)", ps, pe);
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*frontpoly = poly;
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@ -387,7 +371,7 @@ static void SplitPoly (fdivline_t *bsp, //splitting parametric line
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*backpoly = HWR_AllocPoly(2 + nptback);
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else
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*backpoly = NULL;
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if (nptfront)
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if (nptfront > 0)
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*frontpoly = HWR_AllocPoly(2 + nptfront);
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else
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*frontpoly = NULL;
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@ -482,42 +466,42 @@ static poly_t *CutOutSubsecPoly(seg_t *lseg, INT32 count, poly_t *poly)
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pv = fracdivline(&cutseg, &poly->pts[i], &poly->pts[j]);
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if (pv)
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if (pv == NULL)
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continue;
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if (ps < 0)
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{
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if (ps < 0)
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ps = i;
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vs = *pv;
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fracs = bspfrac;
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}
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else
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{
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//frac 1 on previous segment,
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// 0 on the next,
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//the split line goes through one of the convex poly
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// vertices, happens quite often since the convex
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// poly is already adjacent to the subsector segs
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// on most borders
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if (SameVertice(pv, &vs))
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continue;
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if (fracs <= bspfrac)
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{
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nump = 2 + poly->numpts - (i-ps);
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pe = ps;
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ps = i;
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vs = *pv;
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fracs = bspfrac;
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ve = *pv;
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}
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else
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{
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//frac 1 on previous segment,
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// 0 on the next,
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//the split line goes through one of the convex poly
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// vertices, happens quite often since the convex
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// poly is already adjacent to the subsector segs
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// on most borders
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if (SameVertice(pv, &vs))
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continue;
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if (fracs <= bspfrac)
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{
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nump = 2 + poly->numpts - (i-ps);
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pe = ps;
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ps = i;
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ve = *pv;
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}
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else
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{
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nump = 2 + (i-ps);
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pe = i;
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ve = vs;
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vs = *pv;
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}
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//found 2nd point
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break;
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nump = 2 + (i-ps);
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pe = i;
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ve = vs;
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vs = *pv;
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}
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//found 2nd point
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break;
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}
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}
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@ -581,18 +565,42 @@ static inline void HWR_SubsecPoly(INT32 num, poly_t *poly)
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// search for the segs source of this divline
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static inline void SearchDivline(node_t *bsp, fdivline_t *divline)
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{
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#if 0 // MAR - If you don't use the same partition line that the BSP uses, the front/back polys won't match the subsectors in the BSP!
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#endif
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divline->x = FIXED_TO_FLOAT(bsp->x);
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divline->y = FIXED_TO_FLOAT(bsp->y);
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divline->dx = FIXED_TO_FLOAT(bsp->dx);
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divline->dy = FIXED_TO_FLOAT(bsp->dy);
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}
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#ifdef HWR_LOADING_SCREEN
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//Hurdler: implement a loading status
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static size_t ls_count = 0;
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static UINT8 ls_percent = 0;
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static void loading_status(void)
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{
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char s[16];
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int x, y;
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I_OsPolling();
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CON_Drawer();
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sprintf(s, "%d%%", (++ls_percent)<<1);
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x = BASEVIDWIDTH/2;
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y = BASEVIDHEIGHT/2;
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Black background to match fade in effect
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//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
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M_DrawTextBox(x-58, y-8, 13, 1);
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V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
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V_DrawRightAlignedString(x+50, y, V_YELLOWMAP, s);
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// Is this really necessary at this point..?
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V_DrawCenteredString(BASEVIDWIDTH/2, 40, V_YELLOWMAP, "OPENGL MODE IS INCOMPLETE AND MAY");
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V_DrawCenteredString(BASEVIDWIDTH/2, 50, V_YELLOWMAP, "NOT DISPLAY SOME SURFACES.");
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V_DrawCenteredString(BASEVIDWIDTH/2, 70, V_YELLOWMAP, "USE AT SONIC'S RISK.");
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I_UpdateNoVsync();
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}
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#endif
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// poly : the convex polygon that encloses all child subsectors
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static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *bbox)
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{
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@ -630,38 +638,19 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
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}
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else
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{
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HWR_SubsecPoly(bspnum&(~NF_SUBSECTOR), poly);
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//Hurdler: implement a loading status
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HWR_SubsecPoly(bspnum & ~NF_SUBSECTOR, poly);
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//Hurdler: implement a loading status
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#ifdef HWR_LOADING_SCREEN
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if (ls_count-- <= 0)
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{
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char s[16];
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int x, y;
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I_OsPolling();
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ls_count = numsubsectors/50;
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CON_Drawer();
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sprintf(s, "%d%%", (++ls_percent)<<1);
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x = BASEVIDWIDTH/2;
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y = BASEVIDHEIGHT/2;
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Black background to match fade in effect
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//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
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M_DrawTextBox(x-58, y-8, 13, 1);
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V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
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V_DrawRightAlignedString(x+50, y, V_YELLOWMAP, s);
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// Is this really necessary at this point..?
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V_DrawCenteredString(BASEVIDWIDTH/2, 40, V_YELLOWMAP, "OPENGL MODE IS INCOMPLETE AND MAY");
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V_DrawCenteredString(BASEVIDWIDTH/2, 50, V_YELLOWMAP, "NOT DISPLAY SOME SURFACES.");
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V_DrawCenteredString(BASEVIDWIDTH/2, 70, V_YELLOWMAP, "USE AT SONIC'S RISK.");
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I_UpdateNoVsync();
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loading_status();
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}
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#endif
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}
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M_ClearBox(bbox);
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poly = extrasubsectors[bspnum&~NF_SUBSECTOR].planepoly;
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poly = extrasubsectors[bspnum & ~NF_SUBSECTOR].planepoly;
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for (i = 0, pt = poly->pts; i < poly->numpts; i++,pt++)
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M_AddToBox(bbox, FLOAT_TO_FIXED(pt->x), FLOAT_TO_FIXED(pt->y));
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@ -693,14 +682,13 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
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if (backpoly)
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{
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// Correct back bbox to include floor/ceiling convex polygon
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WalkBSPNode(bsp->children[1], backpoly, &bsp->children[1],
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bsp->bbox[1]);
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WalkBSPNode(bsp->children[1], backpoly, &bsp->children[1], bsp->bbox[1]);
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// enlarge bbox with seconde child
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// enlarge bbox with second child
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M_AddToBox(bbox, bsp->bbox[1][BOXLEFT ],
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bsp->bbox[1][BOXTOP ]);
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bsp->bbox[1][BOXTOP ]);
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M_AddToBox(bbox, bsp->bbox[1][BOXRIGHT ],
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bsp->bbox[1][BOXBOTTOM]);
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bsp->bbox[1][BOXBOTTOM]);
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}
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}
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|
@ -780,9 +768,9 @@ static void SearchSegInBSP(INT32 bspnum,polyvertex_t *p,poly_t *poly)
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if (bspnum & NF_SUBSECTOR)
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{
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if (bspnum!=-1)
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if (bspnum != -1)
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{
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bspnum&=~NF_SUBSECTOR;
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bspnum &= ~NF_SUBSECTOR;
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q = extrasubsectors[bspnum].planepoly;
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if (poly == q || !q)
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return;
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|
@ -968,7 +956,9 @@ void HWR_CreatePlanePolygons(INT32 bspnum)
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fixed_t rootbbox[4];
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CONS_Debug(DBG_RENDER, "Creating polygons, please wait...\n");
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#ifdef HWR_LOADING_SCREEN
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ls_count = ls_percent = 0; // reset the loading status
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#endif
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CON_Drawer(); //let the user know what we are doing
|
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I_FinishUpdate(); // page flip or blit buffer
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||||
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||||
|
|
|
@ -92,6 +92,12 @@ void I_StartupSound(void)
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{
|
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I_Assert(!sound_started);
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#ifdef _WIN32
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// Force DirectSound instead of WASAPI
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||||
// SDL 2.0.6+ defaults to the latter and it screws up our sound effects
|
||||
SDL_setenv("SDL_AUDIODRIVER", "directsound", 1);
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#endif
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||||
|
||||
// EE inits audio first so we're following along.
|
||||
if (SDL_WasInit(SDL_INIT_AUDIO) == SDL_INIT_AUDIO)
|
||||
{
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||||
|
|
|
@ -1186,6 +1186,12 @@ void I_StartupSound(void)
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// Configure sound device
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||||
CONS_Printf("I_StartupSound:\n");
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||||
|
||||
#ifdef _WIN32
|
||||
// Force DirectSound instead of WASAPI
|
||||
// SDL 2.0.6+ defaults to the latter and it screws up our sound effects
|
||||
SDL_setenv("SDL_AUDIODRIVER", "directsound", 1);
|
||||
#endif
|
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|
||||
// EE inits audio first so we're following along.
|
||||
if (SDL_WasInit(SDL_INIT_AUDIO) == SDL_INIT_AUDIO)
|
||||
CONS_Printf("SDL Audio already started\n");
|
||||
|
|
Loading…
Reference in a new issue