mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 01:01:33 +00:00
SRB2 2.1.11 release
This commit is contained in:
parent
81cbdcccd5
commit
7cb77075d1
26 changed files with 530 additions and 373 deletions
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@ -1,4 +1,4 @@
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Here it is! SRB2 v2.1.10 source code!
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Here it is! SRB2 v2.1.11 source code!
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(why do we keep the version number up to date
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when everything else in this file is hilariously old?
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- Inuyasha)
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@ -386,7 +386,7 @@ OBJDUMP_OPTS?=--wide --source --line-numbers
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LD=$(CC)
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ifdef SDL
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INTERFACE=sdl
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INTERFACE=sdl2
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OBJDIR:=$(OBJDIR)/SDL
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endif
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@ -1320,14 +1320,6 @@ static void CV_SetCVar(consvar_t *var, const char *value, boolean stealth)
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if (!var || !var->string || !value || !stricmp(var->string, value))
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return; // no changes
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// Don't allow skin/color changes in single player
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if ((var == &cv_skin || var == &cv_playercolor) &&
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!(cv_debug || devparm) && !(multiplayer || netgame)
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&& (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION))
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{
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return;
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}
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if (var->flags & CV_NETVAR)
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{
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// send the value of the variable
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@ -79,8 +79,6 @@ char motd[254], server_context[8]; // Message of the Day, Unique Context (even w
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// server specific vars
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UINT8 playernode[MAXPLAYERS];
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UINT8 consfailcount[MAXPLAYERS];
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UINT8 consfailstatus[MAXPLAYERS];
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#ifdef NEWPING
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UINT16 pingmeasurecount = 1;
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@ -944,6 +942,14 @@ static void SV_SendResynch(INT32 node)
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{
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INT32 i, j;
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if (!nodeingame[node])
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{
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// player left during resynch
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// so obviously we don't need to do any of this anymore
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resynch_inprogress[node] = false;
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return;
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}
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// resynched?
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if (!resynch_status[node])
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{
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@ -2213,6 +2219,9 @@ static void CL_RemovePlayer(INT32 playernum)
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playerpernode[node]--;
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if (playerpernode[node] <= 0)
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{
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// If a resynch was in progress, well, it no longer needs to be.
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SV_InitResynchVars(playernode[playernum]);
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nodeingame[playernode[playernum]] = false;
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Net_CloseConnection(playernode[playernum]);
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ResetNode(node);
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@ -2270,9 +2279,6 @@ static void CL_RemovePlayer(INT32 playernum)
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if (playernum == displayplayer)
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displayplayer = consoleplayer; // don't look through someone's view who isn't there
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consfailcount[playernum] = 0;
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consfailstatus[playernum] = 0;
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#ifdef HAVE_BLUA
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LUA_InvalidatePlayer(&players[playernum]);
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#endif
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@ -2753,8 +2759,13 @@ void SV_ResetServer(void)
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tictoclear = maketic;
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for (i = 0; i < MAXNETNODES; i++)
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{
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ResetNode(i);
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// Make sure resynch status doesn't get carried over!
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SV_InitResynchVars(i);
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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#ifdef HAVE_BLUA
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@ -496,7 +496,6 @@ SINT8 nametonum(const char *name);
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extern char motd[254], server_context[8];
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extern UINT8 playernode[MAXPLAYERS];
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extern UINT8 consfailcount[MAXPLAYERS];
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INT32 D_NumPlayers(void);
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void D_ResetTiccmds(void);
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@ -1091,10 +1091,10 @@ void D_SRB2Main(void)
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// Check MD5s of autoloaded files
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W_VerifyFileMD5(0, "ac309fb3c7d4b5b685e2cd26beccf0e8"); // srb2.srb/srb2.wad
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W_VerifyFileMD5(1, "e956466eff2c79f7b1cdefad24761bce"); // zones.dta
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W_VerifyFileMD5(2, "95a4cdbed287323dd361243f357a5fd2"); // player.dta
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W_VerifyFileMD5(1, "f39b6c849295e3c81875726e8cc0e2c7"); // zones.dta
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W_VerifyFileMD5(2, "cfca0f1c73023cbbd8f844f45480f799"); // player.dta
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W_VerifyFileMD5(3, "85901ad4bf94637e5753d2ac2c03ea26"); // rings.dta
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W_VerifyFileMD5(4, "01735733412bf68c42f4669e964fc952"); // patch.dta
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W_VerifyFileMD5(4, "3d6cfc185fd7c195eb934ce593b0248f"); // patch.dta
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// don't check music.dta because people like to modify it, and it doesn't matter if they do
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// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
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#endif
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@ -1146,7 +1146,6 @@ void D_SRB2Main(void)
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wipegamestate = gamestate;
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P_InitMapHeaders();
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savedata.lives = 0; // flag this as not-used
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//------------------------------------------------ COMMAND LINE PARAMS
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@ -3177,15 +3177,16 @@ static void Command_ListWADS_f(void)
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INT32 i = numwadfiles;
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char *tempname;
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CONS_Printf(M_GetText("There are %d wads loaded:\n"),numwadfiles);
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for (i--; i; i--)
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for (i--; i >= 0; i--)
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{
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nameonly(tempname = va("%s", wadfiles[i]->filename));
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if (i >= mainwads)
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CONS_Printf(" %.2d: %s\n", i, tempname);
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if (!i)
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CONS_Printf("\x82 IWAD\x80: %s\n", tempname);
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else if (i <= mainwads)
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CONS_Printf("\x82 * %.2d\x80: %s\n", i, tempname);
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else
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CONS_Printf("* %.2d: %s\n", i, tempname);
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CONS_Printf(" %.2d: %s\n", i, tempname);
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}
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CONS_Printf(" IWAD: %s\n", wadfiles[0]->filename);
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}
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// =========================================================================
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@ -4026,6 +4027,16 @@ static void Name2_OnChange(void)
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*/
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static void Skin_OnChange(void)
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{
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if (!Playing())
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return; // do whatever you want
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if (!(cv_debug || devparm) && !(multiplayer || netgame) // In single player.
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&& (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_CONTINUING))
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{
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CV_StealthSet(&cv_skin, skins[players[consoleplayer].skin].name);
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return;
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}
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if (CanChangeSkin(consoleplayer) && !P_PlayerMoving(consoleplayer))
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SendNameAndColor();
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else
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*/
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static void Skin2_OnChange(void)
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{
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if (!Playing() || !splitscreen)
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return; // do whatever you want
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if (CanChangeSkin(secondarydisplayplayer) && !P_PlayerMoving(secondarydisplayplayer))
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SendNameAndColor2();
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else
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*/
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static void Color_OnChange(void)
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{
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if (!Playing())
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return; // do whatever you want
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if (!(cv_debug || devparm) && !(multiplayer || netgame) // In single player.
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&& (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_CONTINUING))
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{
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CV_StealthSet(&cv_skin, skins[players[consoleplayer].skin].name);
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return;
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}
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if (!P_PlayerMoving(consoleplayer))
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{
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// Color change menu scrolling fix is no longer necessary
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@ -4076,6 +4100,9 @@ static void Color_OnChange(void)
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*/
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static void Color2_OnChange(void)
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{
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if (!Playing() || !splitscreen)
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return; // do whatever you want
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if (!P_PlayerMoving(secondarydisplayplayer))
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{
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// Color change menu scrolling fix is no longer necessary
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@ -144,8 +144,8 @@ extern FILE *logstream;
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#define VERSIONSTRING "Trunk"
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#else
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#define VERSION 201 // Game version
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#define SUBVERSION 10 // more precise version number
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#define VERSIONSTRING "v2.1.10"
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#define SUBVERSION 11 // more precise version number
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#define VERSIONSTRING "v2.1.11"
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#endif
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// Modification options
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@ -201,7 +201,7 @@ extern FILE *logstream;
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// it's only for detection of the version the player is using so the MS can alert them of an update.
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// Only set it higher, not lower, obviously.
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// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
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#define MODVERSION 15
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#define MODVERSION 16
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123
src/f_wipe.c
123
src/f_wipe.c
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@ -148,8 +148,8 @@ static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
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*mask++ = FixedDiv((pcolor->s.red+1)<<FRACBITS, paldiv)>>FRACBITS;
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}
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fm.xscale = FixedDiv(fm.width<<FRACBITS, vid.width<<FRACBITS);
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fm.yscale = FixedDiv(fm.height<<FRACBITS, vid.height<<FRACBITS);
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fm.xscale = FixedDiv(vid.width<<FRACBITS, fm.width<<FRACBITS);
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fm.yscale = FixedDiv(vid.height<<FRACBITS, fm.height<<FRACBITS);
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return &fm;
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// Landing point for freeing data -- do this instead of just returning NULL
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@ -172,13 +172,6 @@ static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
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*/
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static void F_DoWipe(fademask_t *fademask)
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{
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// wipe screen, start, end
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UINT8 *w = wipe_scr;
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const UINT8 *s = wipe_scr_start;
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const UINT8 *e = wipe_scr_end;
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UINT8 transval;
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INT32 x = 0, y = 0;
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#ifdef HWRENDER
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/// \todo Mask wipes for OpenGL
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if(rendermode != render_soft)
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return;
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}
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#endif
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// Software mask wipe
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do
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{
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if (*s != *e)
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{
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transval = fademask->mask[ // y*width + x
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(FixedMul(y<<FRACBITS,fademask->yscale)>>FRACBITS)*fademask->width
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+ (FixedMul(x<<FRACBITS,fademask->xscale)>>FRACBITS)
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];
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if (transval == 0)
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*w = *s;
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else if (transval == 10)
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*w = *e;
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else
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*w = transtables[(*e<<8) + *s + ((9 - transval)<<FF_TRANSSHIFT)];
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}
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if (++x >= vid.width)
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// Software mask wipe -- optimized; though it might not look like it!
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// Okay, to save you wondering *how* this is more optimized than the simpler
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// version that came before it...
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// ---
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// The previous code did two FixedMul calls for every single pixel on the
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// screen, of which there are hundreds of thousands -- if not millions -- of.
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// This worked fine for smaller screen sizes, but with excessively large
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// (1920x1200) screens that meant 4 million+ calls out to FixedMul, and that
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// would take /just/ long enough that fades would start to noticably lag.
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// ---
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// This code iterates over the fade mask's pixels instead of the screen's,
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// and deals with drawing over each rectangular area before it moves on to
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// the next pixel in the fade mask. As a result, it's more complex (and might
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// look a little messy; sorry!) but it simultaneously runs at twice the speed.
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// In addition, we precalculate all the X and Y positions that we need to draw
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// from and to, so it uses a little extra memory, but again, helps it run faster.
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{
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// wipe screen, start, end
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UINT8 *w = wipe_scr;
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const UINT8 *s = wipe_scr_start;
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const UINT8 *e = wipe_scr_end;
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// first pixel for each screen
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UINT8 *w_base = w;
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const UINT8 *s_base = s;
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const UINT8 *e_base = e;
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// mask data, end
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UINT8 *transtbl;
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const UINT8 *mask = fademask->mask;
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const UINT8 *maskend = mask + fademask->size;
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// rectangle draw hints
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UINT32 draw_linestart, draw_rowstart;
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UINT32 draw_lineend, draw_rowend;
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UINT32 draw_linestogo, draw_rowstogo;
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// rectangle coordinates, etc.
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UINT16 scrxpos[fademask->width + 1];
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UINT16 scrypos[fademask->height + 1];
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UINT16 maskx, masky;
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UINT32 relativepos;
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// ---
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// Screw it, we do the fixed point math ourselves up front.
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scrxpos[0] = 0;
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for (relativepos = 0, maskx = 1; maskx < fademask->width; ++maskx)
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scrxpos[maskx] = (relativepos += fademask->xscale)>>FRACBITS;
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scrxpos[fademask->width] = vid.width;
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scrypos[0] = 0;
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for (relativepos = 0, masky = 1; masky < fademask->height; ++masky)
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scrypos[masky] = (relativepos += fademask->yscale)>>FRACBITS;
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scrypos[fademask->height] = vid.height;
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// ---
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maskx = masky = 0;
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do
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{
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x = 0;
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++y;
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}
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} while (++w && ++s && ++e && w < wipe_scr + vid.width*vid.height);
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// pointer to transtable that this mask would use
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transtbl = transtables + ((9 - *mask)<<FF_TRANSSHIFT);
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// (ignore that it goes out of bounds if *mask is 0 or 10 --
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// it wouldn't be used in those cases anyway)
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draw_rowstart = scrxpos[maskx];
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draw_rowend = scrxpos[maskx + 1];
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draw_linestart = scrypos[masky];
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draw_lineend = scrypos[masky + 1];
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// DRAWING LOOP
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relativepos = (draw_linestart * vid.width) + draw_rowstart;
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draw_linestogo = draw_lineend - draw_linestart;
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while (draw_linestogo--)
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{
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w = w_base + relativepos;
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s = s_base + relativepos;
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e = e_base + relativepos;
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draw_rowstogo = draw_rowend - draw_rowstart;
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while (draw_rowstogo--)
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{
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if (*s != *e)
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*w = ((*mask == 0) ? *s : (*mask == 10) ? *e : transtbl[(*e<<8) + *s]);
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++w, ++s, ++e;
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}
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relativepos += vid.width;
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}
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// END DRAWING LOOP
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if (++maskx >= fademask->width)
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++masky, maskx = 0;
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} while (++mask < maskend);
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}
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}
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#endif
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@ -3376,7 +3376,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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sSurf.FlatColor.s.blue = 0x00;
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sSurf.FlatColor.s.green = 0x00;
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if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
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/*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
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{
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sector_t *sector = spr->mobj->subsector->sector;
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UINT8 lightlevel = sector->lightlevel;
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@ -3406,15 +3406,25 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true);
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else
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sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true);
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}*/
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// shadow is always half as translucent as the sprite itself
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if (spr->mobj->flags2 & MF2_SHADOW)
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sSurf.FlatColor.s.alpha = 0x20;
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else if (spr->mobj->frame & FF_TRANSMASK)
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{
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HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf);
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sSurf.FlatColor.s.alpha /= 2; //cut alpha in half!
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}
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Surf.FlatColor.rgba = NORMALFOG;
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else
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sSurf.FlatColor.s.alpha = 0x80; // default
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/// \todo do the test earlier
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if (!cv_grmd2.value || (md2_models[spr->mobj->sprite].scale < 0.0f) || (md2_models[spr->mobj->sprite].notfound = true) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound = true))
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{
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if (0x80 > floorheight/4)
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if (sSurf.FlatColor.s.alpha > floorheight/4)
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{
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sSurf.FlatColor.s.alpha = (UINT8)(0x80 - floorheight/4);
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sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4);
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HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
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}
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}
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@ -4460,6 +4470,12 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
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{
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const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
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FTransform stransform;
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postimg_t *type;
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if (splitscreen && player == &players[secondarydisplayplayer])
|
||||
type = &postimgtype2;
|
||||
else
|
||||
type = &postimgtype;
|
||||
|
||||
{
|
||||
// do we really need to save player (is it not the same)?
|
||||
|
@ -4508,7 +4524,7 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
|
|||
atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||||
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||||
|
||||
if (postimgtype == postimg_flip)
|
||||
if (*type == postimg_flip)
|
||||
atransform.flip = true;
|
||||
else
|
||||
atransform.flip = false;
|
||||
|
@ -4527,7 +4543,7 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
|
|||
stransform.anglex = 0.0f;
|
||||
stransform.angley = -270.0f;
|
||||
|
||||
if (postimgtype == postimg_flip)
|
||||
if (*type == postimg_flip)
|
||||
stransform.flip = true;
|
||||
else
|
||||
stransform.flip = false;
|
||||
|
@ -4669,11 +4685,17 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
|
|||
{
|
||||
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
|
||||
FTransform stransform;
|
||||
postimg_t *type;
|
||||
|
||||
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
|
||||
|
||||
FRGBAFloat ClearColor;
|
||||
|
||||
if (splitscreen && player == &players[secondarydisplayplayer])
|
||||
type = &postimgtype2;
|
||||
else
|
||||
type = &postimgtype;
|
||||
|
||||
ClearColor.red = 0.0f;
|
||||
ClearColor.green = 0.0f;
|
||||
ClearColor.blue = 0.0f;
|
||||
|
@ -4732,7 +4754,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
|
|||
atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||||
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||||
|
||||
if (postimgtype == postimg_flip)
|
||||
if (*type == postimg_flip)
|
||||
atransform.flip = true;
|
||||
else
|
||||
atransform.flip = false;
|
||||
|
@ -4751,7 +4773,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
|
|||
stransform.anglex = 0.0f;
|
||||
stransform.angley = -270.0f;
|
||||
|
||||
if (postimgtype == postimg_flip)
|
||||
if (*type == postimg_flip)
|
||||
stransform.flip = true;
|
||||
else
|
||||
stransform.flip = false;
|
||||
|
@ -5298,6 +5320,13 @@ INT32 HWR_GetTextureUsed(void)
|
|||
|
||||
void HWR_DoPostProcessor(player_t *player)
|
||||
{
|
||||
postimg_t *type;
|
||||
|
||||
if (splitscreen && player == &players[secondarydisplayplayer])
|
||||
type = &postimgtype2;
|
||||
else
|
||||
type = &postimgtype;
|
||||
|
||||
// Armageddon Blast Flash!
|
||||
// Could this even be considered postprocessor?
|
||||
if (player->flashcount)
|
||||
|
@ -5332,7 +5361,7 @@ void HWR_DoPostProcessor(player_t *player)
|
|||
|
||||
#ifdef SHUFFLE
|
||||
// Drunken vision! WooOOooo~
|
||||
if (postimgtype == postimg_water || postimgtype == postimg_heat)
|
||||
if (*type == postimg_water || *type == postimg_heat)
|
||||
{
|
||||
// 10 by 10 grid. 2 coordinates (xy)
|
||||
float v[SCREENVERTS][SCREENVERTS][2];
|
||||
|
@ -5343,7 +5372,7 @@ void HWR_DoPostProcessor(player_t *player)
|
|||
INT32 FREQUENCY;
|
||||
|
||||
// Modifies the wave.
|
||||
if (postimgtype == postimg_water)
|
||||
if (*type == postimg_water)
|
||||
{
|
||||
WAVELENGTH = 20; // Lower is longer
|
||||
AMPLITUDE = 20; // Lower is bigger
|
||||
|
|
|
@ -165,12 +165,11 @@ static const char *const camera_opt[] = {
|
|||
|
||||
static int lib_getHudInfo(lua_State *L)
|
||||
{
|
||||
// arg 1 is empty table with this metatable set
|
||||
lua_Integer mindex = luaL_checkinteger(L,2);
|
||||
hudinfo_t **userdata = lua_newuserdata(L, sizeof(hudinfo_t *));
|
||||
luaL_getmetatable(L, META_HUDINFO);
|
||||
lua_setmetatable(L, -2);
|
||||
*userdata = &hudinfo[mindex];
|
||||
UINT32 i;
|
||||
lua_remove(L, 1);
|
||||
|
||||
i = luaL_checkinteger(L, 1);
|
||||
LUA_PushUserdata(L, &hudinfo[i], META_HUDINFO);
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -635,7 +635,7 @@ static int power_set(lua_State *L)
|
|||
if (hud_running)
|
||||
return luaL_error(L, "Do not alter player_t in HUD rendering code!");
|
||||
powers[p] = i;
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// #powers -> NUMPOWERS
|
||||
|
|
|
@ -512,9 +512,9 @@ emblem_t emblemlocations[MAXEMBLEMS] =
|
|||
|
||||
// FLOODED COVE
|
||||
// ---
|
||||
{0, -1888, -1440, 2448, 52, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
|
||||
{ET_NGRADE, 0,0,0, 52, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
||||
{ET_NTIME, 0,0,0, 52, 'T', SKINCOLOR_GREY, 90*TICRATE, "", 0},
|
||||
{0, 1824, -1888, 2448, 52, 'N', SKINCOLOR_ROSEWOOD, 0, "", 0},
|
||||
{ET_NGRADE, 0,0,0, 52, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
|
||||
{ET_NTIME, 0,0,0, 52, 'T', SKINCOLOR_GREY, 90*TICRATE, "", 0},
|
||||
|
||||
|
||||
// CAVERN FORTRESS
|
||||
|
|
21
src/m_menu.c
21
src/m_menu.c
|
@ -4452,8 +4452,6 @@ static void M_ReadSavegameInfo(UINT32 slot)
|
|||
savegameinfo[slot].skincolor = READUINT8(save_p);
|
||||
CHECKPOS
|
||||
savegameinfo[slot].skinnum = READUINT8(save_p);
|
||||
strcpy(savegameinfo[slot].playername,
|
||||
skins[savegameinfo[slot].skinnum].name);
|
||||
|
||||
CHECKPOS
|
||||
(void)READINT32(save_p); // Score
|
||||
|
@ -4463,18 +4461,27 @@ static void M_ReadSavegameInfo(UINT32 slot)
|
|||
CHECKPOS
|
||||
savegameinfo[slot].continues = READINT32(save_p); // continues
|
||||
|
||||
if (fake & (1<<10)) {
|
||||
if (fake & (1<<10))
|
||||
{
|
||||
CHECKPOS
|
||||
savegameinfo[slot].botskin = READUINT8(save_p);
|
||||
if (savegameinfo[slot].botskin-1 < numskins)
|
||||
snprintf(savegameinfo[slot].playername, 24, "%s & %s", savegameinfo[slot].playername, skins[savegameinfo[slot].botskin-1].name);
|
||||
else
|
||||
if (savegameinfo[slot].botskin-1 >= numskins)
|
||||
savegameinfo[slot].botskin = 0;
|
||||
CHECKPOS
|
||||
savegameinfo[slot].botcolor = READUINT8(save_p); // because why not.
|
||||
} else
|
||||
}
|
||||
else
|
||||
savegameinfo[slot].botskin = 0;
|
||||
|
||||
if (savegameinfo[slot].botskin)
|
||||
snprintf(savegameinfo[slot].playername, 32, "%s & %s",
|
||||
skins[savegameinfo[slot].skinnum].realname,
|
||||
skins[savegameinfo[slot].botskin-1].realname);
|
||||
else
|
||||
strcpy(savegameinfo[slot].playername, skins[savegameinfo[slot].skinnum].realname);
|
||||
|
||||
savegameinfo[slot].playername[31] = 0;
|
||||
|
||||
// File end marker check
|
||||
CHECKPOS
|
||||
if (READUINT8(save_p) != 0x1d) BADSAVE;
|
||||
|
|
|
@ -190,7 +190,7 @@ typedef struct
|
|||
// savegame struct for save game menu
|
||||
typedef struct
|
||||
{
|
||||
char playername[24];
|
||||
char playername[32];
|
||||
char levelname[32];
|
||||
UINT8 actnum;
|
||||
UINT8 skincolor;
|
||||
|
|
|
@ -2118,6 +2118,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
|
|||
case MT_JETTGUNNER:
|
||||
case MT_CRAWLACOMMANDER:
|
||||
case MT_REDBUZZ:
|
||||
case MT_DETON:
|
||||
item = MT_MOUSE;
|
||||
break;
|
||||
|
||||
|
|
|
@ -888,6 +888,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
if (tmthing->z + tmthing->height + tmthing->momz >= thing->z
|
||||
&& tmthing->z + tmthing->height + tmthing->momz < thing->z + thing->height
|
||||
&& P_IsObjectOnGround(thing)
|
||||
&& !P_IsObjectOnGround(tmthing) // Don't crush if the monitor is on the ground...
|
||||
&& (tmthing->flags & MF_SOLID))
|
||||
{
|
||||
if (tmthing->flags & (MF_MONITOR|MF_PUSHABLE))
|
||||
|
@ -941,6 +942,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
if (tmthing->z + tmthing->momz <= thing->z + thing->height
|
||||
&& tmthing->z + tmthing->momz > thing->z
|
||||
&& P_IsObjectOnGround(thing)
|
||||
&& !P_IsObjectOnGround(tmthing) // Don't crush if the monitor is on the ground...
|
||||
&& (tmthing->flags & MF_SOLID))
|
||||
{
|
||||
if (tmthing->flags & (MF_MONITOR|MF_PUSHABLE))
|
||||
|
@ -1084,6 +1086,10 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
*momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically.
|
||||
return false;
|
||||
}
|
||||
/*
|
||||
else if ((thing->flags & (MF_SOLID|MF_NOCLIP|MF_PUSHABLE)) == MF_SOLID)
|
||||
return false; // this fixes both monitors and non-pushable solids being walked through on bobbing FOFs... for now!
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -672,6 +672,9 @@ void P_ExplodeMissile(mobj_t *mo)
|
|||
explodemo->momx -= (P_Random() % 96) * FixedMul(FRACUNIT/8, explodemo->scale);
|
||||
explodemo->momy -= (P_Random() % 96) * FixedMul(FRACUNIT/8, explodemo->scale);
|
||||
S_StartSound(explodemo, sfx_cybdth);
|
||||
|
||||
// Hack: Release an animal.
|
||||
P_DamageMobj(mo, NULL, NULL, 10000);
|
||||
}
|
||||
|
||||
mo->flags &= ~MF_MISSILE;
|
||||
|
|
384
src/p_setup.c
384
src/p_setup.c
|
@ -161,7 +161,7 @@ FUNCNORETURN static ATTRNORETURN void CorruptMapError(const char *msg)
|
|||
/** Clears the data from a single map header.
|
||||
*
|
||||
* \param i Map number to clear header for.
|
||||
* \sa P_ClearMapHeaderInfo, P_LoadMapHeader
|
||||
* \sa P_ClearMapHeaderInfo
|
||||
*/
|
||||
static void P_ClearSingleMapHeaderInfo(INT16 i)
|
||||
{
|
||||
|
@ -241,62 +241,6 @@ void P_AllocMapHeader(INT16 i)
|
|||
P_ClearSingleMapHeaderInfo(i + 1);
|
||||
}
|
||||
|
||||
/** Initializes the map headers.
|
||||
* Only new, Dehacked format map headers (MAPxxD) are loaded here. Old map
|
||||
* headers (MAPxxN) are no longer supported.
|
||||
*
|
||||
* \sa P_ClearMapHeaderInfo, P_LoadMapHeader
|
||||
*/
|
||||
void P_InitMapHeaders(void)
|
||||
{
|
||||
char mapheader[7];
|
||||
lumpnum_t lumpnum;
|
||||
INT32 mapnum;
|
||||
|
||||
// Make sure that the map header is valid for the
|
||||
// initial value of gamemap
|
||||
if(!mapheaderinfo[gamemap-1])
|
||||
P_AllocMapHeader(gamemap-1);
|
||||
|
||||
for (mapnum = 1; mapnum <= NUMMAPS; mapnum++)
|
||||
{
|
||||
strncpy(mapheader, G_BuildMapName(mapnum), 5);
|
||||
|
||||
mapheader[5] = 'D'; // New header
|
||||
mapheader[6] = '\0';
|
||||
|
||||
lumpnum = W_CheckNumForName(mapheader);
|
||||
|
||||
if (!(lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0))
|
||||
DEH_LoadDehackedLump(lumpnum);
|
||||
}
|
||||
}
|
||||
|
||||
/** Sets up the data in a single map header.
|
||||
*
|
||||
* \param mapnum Map number to load header for.
|
||||
* \sa P_ClearSingleMapHeaderInfo, P_InitMapHeaders
|
||||
*/
|
||||
static inline void P_LoadMapHeader(INT16 mapnum)
|
||||
{
|
||||
char mapheader[7];
|
||||
lumpnum_t lumpnum;
|
||||
|
||||
strncpy(mapheader, G_BuildMapName(mapnum), 5);
|
||||
|
||||
mapheader[5] = 'D'; // New header
|
||||
mapheader[6] = '\0';
|
||||
|
||||
lumpnum = W_CheckNumForName(mapheader);
|
||||
|
||||
if (!(lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0))
|
||||
{
|
||||
DEH_LoadDehackedLump(lumpnum);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/** NiGHTS Grades are a special structure,
|
||||
* we initialize them here.
|
||||
*
|
||||
|
@ -1418,53 +1362,38 @@ static void P_LoadSideDefs2(lumpnum_t lumpnum)
|
|||
{
|
||||
col = msd->toptexture;
|
||||
|
||||
sec->extra_colormap->rgba =
|
||||
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
|
||||
(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) +
|
||||
(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
|
||||
|
||||
// alpha
|
||||
if (msd->toptexture[7])
|
||||
{
|
||||
sec->extra_colormap->rgba =
|
||||
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
|
||||
(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) +
|
||||
(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16) +
|
||||
(ALPHA2INT(col[7]) << 24);
|
||||
}
|
||||
sec->extra_colormap->rgba += (ALPHA2INT(col[7]) << 24);
|
||||
else
|
||||
{
|
||||
sec->extra_colormap->rgba =
|
||||
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
|
||||
(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) +
|
||||
(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16) +
|
||||
(25 << 24);
|
||||
}
|
||||
sec->extra_colormap->rgba += (25 << 24);
|
||||
}
|
||||
else
|
||||
{
|
||||
sec->extra_colormap->rgba = 0;
|
||||
}
|
||||
|
||||
if (msd->bottomtexture[0] == '#' && msd->bottomtexture[1] && msd->bottomtexture[2] && msd->bottomtexture[3] && msd->bottomtexture[4] && msd->bottomtexture[5] && msd->bottomtexture[6])
|
||||
{
|
||||
col = msd->bottomtexture;
|
||||
|
||||
|
||||
sec->extra_colormap->fadergba =
|
||||
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
|
||||
(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) +
|
||||
(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
|
||||
|
||||
// alpha
|
||||
if (msd->bottomtexture[7])
|
||||
{
|
||||
sec->extra_colormap->fadergba =
|
||||
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
|
||||
(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) +
|
||||
(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16) +
|
||||
(ALPHA2INT(col[7]) << 24);
|
||||
}
|
||||
sec->extra_colormap->fadergba += (ALPHA2INT(col[7]) << 24);
|
||||
else
|
||||
{
|
||||
sec->extra_colormap->fadergba =
|
||||
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
|
||||
(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) +
|
||||
(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16) +
|
||||
(25 << 24);
|
||||
}
|
||||
sec->extra_colormap->fadergba += (25 << 24);
|
||||
}
|
||||
else
|
||||
{
|
||||
sec->extra_colormap->fadergba = 0x19000000;
|
||||
}
|
||||
#undef ALPHA2INT
|
||||
#undef HEX2INT
|
||||
}
|
||||
|
@ -2278,6 +2207,140 @@ static void P_MakeMapMD5(lumpnum_t maplumpnum, void *dest)
|
|||
M_Memcpy(dest, &resmd5, 16);
|
||||
}
|
||||
|
||||
static void P_RunLevelScript(const char *scriptname)
|
||||
{
|
||||
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_SCRIPTISFILE))
|
||||
{
|
||||
lumpnum_t lumpnum;
|
||||
char newname[9];
|
||||
|
||||
strncpy(newname, scriptname, 8);
|
||||
|
||||
newname[8] = '\0';
|
||||
|
||||
lumpnum = W_CheckNumForName(newname);
|
||||
|
||||
if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0)
|
||||
{
|
||||
CONS_Debug(DBG_SETUP, "SOC Error: script lump %s not found/not valid.\n", newname);
|
||||
return;
|
||||
}
|
||||
|
||||
COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE));
|
||||
}
|
||||
else
|
||||
{
|
||||
COM_BufAddText(va("exec %s\n", scriptname));
|
||||
}
|
||||
COM_BufExecute(); // Run it!
|
||||
}
|
||||
|
||||
static void P_ForceCharacter(const char *forcecharskin)
|
||||
{
|
||||
if (netgame)
|
||||
{
|
||||
char skincmd[33];
|
||||
if (splitscreen)
|
||||
{
|
||||
sprintf(skincmd, "skin2 %s\n", forcecharskin);
|
||||
CV_Set(&cv_skin2, forcecharskin);
|
||||
}
|
||||
|
||||
sprintf(skincmd, "skin %s\n", forcecharskin);
|
||||
COM_BufAddText(skincmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (splitscreen)
|
||||
{
|
||||
SetPlayerSkin(secondarydisplayplayer, forcecharskin);
|
||||
if ((unsigned)cv_playercolor2.value != skins[players[secondarydisplayplayer].skin].prefcolor)
|
||||
{
|
||||
CV_StealthSetValue(&cv_playercolor2, skins[players[secondarydisplayplayer].skin].prefcolor);
|
||||
players[secondarydisplayplayer].skincolor = skins[players[secondarydisplayplayer].skin].prefcolor;
|
||||
}
|
||||
}
|
||||
|
||||
SetPlayerSkin(consoleplayer, forcecharskin);
|
||||
// normal player colors in single player
|
||||
if ((unsigned)cv_playercolor.value != skins[players[consoleplayer].skin].prefcolor)
|
||||
{
|
||||
CV_StealthSetValue(&cv_playercolor, skins[players[consoleplayer].skin].prefcolor);
|
||||
players[consoleplayer].skincolor = skins[players[consoleplayer].skin].prefcolor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void P_LoadRecordGhosts(void)
|
||||
{
|
||||
const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
|
||||
char *gpath = malloc(glen);
|
||||
INT32 i;
|
||||
|
||||
if (!gpath)
|
||||
return;
|
||||
|
||||
sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(gamemap));
|
||||
|
||||
// Best Score ghost
|
||||
if (cv_ghost_bestscore.value)
|
||||
{
|
||||
for (i = 0; i < numskins; ++i)
|
||||
{
|
||||
if (cv_ghost_bestscore.value == 1 && players[consoleplayer].skin != i)
|
||||
continue;
|
||||
|
||||
if (FIL_FileExists(va("%s-%s-score-best.lmp", gpath, skins[i].name)))
|
||||
G_AddGhost(va("%s-%s-score-best.lmp", gpath, skins[i].name));
|
||||
}
|
||||
}
|
||||
|
||||
// Best Time ghost
|
||||
if (cv_ghost_besttime.value)
|
||||
{
|
||||
for (i = 0; i < numskins; ++i)
|
||||
{
|
||||
if (cv_ghost_besttime.value == 1 && players[consoleplayer].skin != i)
|
||||
continue;
|
||||
|
||||
if (FIL_FileExists(va("%s-%s-time-best.lmp", gpath, skins[i].name)))
|
||||
G_AddGhost(va("%s-%s-time-best.lmp", gpath, skins[i].name));
|
||||
}
|
||||
}
|
||||
|
||||
// Best Rings ghost
|
||||
if (cv_ghost_bestrings.value)
|
||||
{
|
||||
for (i = 0; i < numskins; ++i)
|
||||
{
|
||||
if (cv_ghost_bestrings.value == 1 && players[consoleplayer].skin != i)
|
||||
continue;
|
||||
|
||||
if (FIL_FileExists(va("%s-%s-rings-best.lmp", gpath, skins[i].name)))
|
||||
G_AddGhost(va("%s-%s-rings-best.lmp", gpath, skins[i].name));
|
||||
}
|
||||
}
|
||||
|
||||
// Last ghost
|
||||
if (cv_ghost_last.value)
|
||||
{
|
||||
for (i = 0; i < numskins; ++i)
|
||||
{
|
||||
if (cv_ghost_last.value == 1 && players[consoleplayer].skin != i)
|
||||
continue;
|
||||
|
||||
if (FIL_FileExists(va("%s-%s-last.lmp", gpath, skins[i].name)))
|
||||
G_AddGhost(va("%s-%s-last.lmp", gpath, skins[i].name));
|
||||
}
|
||||
}
|
||||
|
||||
// Guest ghost
|
||||
if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
|
||||
G_AddGhost(va("%s-guest.lmp", gpath));
|
||||
|
||||
free(gpath);
|
||||
}
|
||||
|
||||
/** Loads a level from a lump or external wad.
|
||||
*
|
||||
* \param skipprecip If true, don't spawn precipitation.
|
||||
|
@ -2329,33 +2392,7 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
P_RunSOC(mapheaderinfo[gamemap-1]->runsoc);
|
||||
|
||||
if (cv_runscripts.value && mapheaderinfo[gamemap-1]->scriptname[0] != '#')
|
||||
{
|
||||
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_SCRIPTISFILE))
|
||||
{
|
||||
lumpnum_t lumpnum;
|
||||
char newname[9];
|
||||
|
||||
strncpy(newname, mapheaderinfo[gamemap-1]->scriptname, 8);
|
||||
|
||||
newname[8] = '\0';
|
||||
|
||||
lumpnum = W_CheckNumForName(newname);
|
||||
|
||||
if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0)
|
||||
{
|
||||
CONS_Debug(DBG_SETUP, "SOC Error: script lump %s not found/not valid.\n", newname);
|
||||
goto noscript;
|
||||
}
|
||||
|
||||
COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE));
|
||||
}
|
||||
else
|
||||
{
|
||||
COM_BufAddText(va("exec %s\n", mapheaderinfo[gamemap-1]->scriptname));
|
||||
}
|
||||
COM_BufExecute(); // Run it!
|
||||
}
|
||||
noscript:
|
||||
P_RunLevelScript(mapheaderinfo[gamemap-1]->scriptname);
|
||||
|
||||
P_LevelInitStuff();
|
||||
|
||||
|
@ -2363,40 +2400,7 @@ noscript:
|
|||
|
||||
if (mapheaderinfo[gamemap-1]->forcecharacter[0] != '\0'
|
||||
&& atoi(mapheaderinfo[gamemap-1]->forcecharacter) != 255)
|
||||
{
|
||||
if (netgame)
|
||||
{
|
||||
char skincmd[33];
|
||||
if (splitscreen)
|
||||
{
|
||||
sprintf(skincmd, "skin2 %s\n", mapheaderinfo[gamemap-1]->forcecharacter);
|
||||
CV_Set(&cv_skin2, mapheaderinfo[gamemap-1]->forcecharacter);
|
||||
}
|
||||
|
||||
sprintf(skincmd, "skin %s\n", mapheaderinfo[gamemap-1]->forcecharacter);
|
||||
COM_BufAddText(skincmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (splitscreen)
|
||||
{
|
||||
SetPlayerSkin(secondarydisplayplayer, mapheaderinfo[gamemap-1]->forcecharacter);
|
||||
if ((unsigned)cv_playercolor2.value != skins[players[secondarydisplayplayer].skin].prefcolor)
|
||||
{
|
||||
CV_StealthSetValue(&cv_playercolor2, skins[players[secondarydisplayplayer].skin].prefcolor);
|
||||
players[secondarydisplayplayer].skincolor = skins[players[secondarydisplayplayer].skin].prefcolor;
|
||||
}
|
||||
}
|
||||
|
||||
SetPlayerSkin(consoleplayer, mapheaderinfo[gamemap-1]->forcecharacter);
|
||||
// normal player colors in single player
|
||||
if ((unsigned)cv_playercolor.value != skins[players[consoleplayer].skin].prefcolor)
|
||||
{
|
||||
CV_StealthSetValue(&cv_playercolor, skins[players[consoleplayer].skin].prefcolor);
|
||||
players[consoleplayer].skincolor = skins[players[consoleplayer].skin].prefcolor;
|
||||
}
|
||||
}
|
||||
}
|
||||
P_ForceCharacter(mapheaderinfo[gamemap-1]->forcecharacter);
|
||||
|
||||
// chasecam on in chaos, race, coop
|
||||
// chasecam off in match, tag, capture the flag
|
||||
|
@ -2408,11 +2412,7 @@ noscript:
|
|||
|
||||
if (!dedicated)
|
||||
{
|
||||
if (maptol & TOL_2D)
|
||||
{
|
||||
CV_SetValue(&cv_cam_speed, 0);
|
||||
}
|
||||
else if (!cv_cam_speed.changed && !(maptol & TOL_2D))
|
||||
if (!cv_cam_speed.changed)
|
||||
CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);
|
||||
|
||||
if (!cv_chasecam.changed)
|
||||
|
@ -2601,72 +2601,7 @@ noscript:
|
|||
}
|
||||
|
||||
if (modeattacking == ATTACKING_RECORD && !demoplayback)
|
||||
{
|
||||
const size_t glen = strlen(srb2home)+1+strlen("replay")+1+strlen(timeattackfolder)+1+strlen("MAPXX")+1;
|
||||
char *gpath = malloc(glen);
|
||||
if (gpath)
|
||||
{
|
||||
sprintf(gpath,"%s"PATHSEP"replay"PATHSEP"%s"PATHSEP"%s", srb2home, timeattackfolder, G_BuildMapName(gamemap));
|
||||
|
||||
// Best Score ghost
|
||||
if (cv_ghost_bestscore.value)
|
||||
{
|
||||
for (i = 0; i < numskins; ++i)
|
||||
{
|
||||
if (cv_ghost_bestscore.value == 1 && players[consoleplayer].skin != i)
|
||||
continue;
|
||||
|
||||
if (FIL_FileExists(va("%s-%s-score-best.lmp", gpath, skins[i].name)))
|
||||
G_AddGhost(va("%s-%s-score-best.lmp", gpath, skins[i].name));
|
||||
}
|
||||
}
|
||||
|
||||
// Best Time ghost
|
||||
if (cv_ghost_besttime.value)
|
||||
{
|
||||
for (i = 0; i < numskins; ++i)
|
||||
{
|
||||
if (cv_ghost_besttime.value == 1 && players[consoleplayer].skin != i)
|
||||
continue;
|
||||
|
||||
if (FIL_FileExists(va("%s-%s-time-best.lmp", gpath, skins[i].name)))
|
||||
G_AddGhost(va("%s-%s-time-best.lmp", gpath, skins[i].name));
|
||||
}
|
||||
}
|
||||
|
||||
// Best Rings ghost
|
||||
if (cv_ghost_bestrings.value)
|
||||
{
|
||||
for (i = 0; i < numskins; ++i)
|
||||
{
|
||||
if (cv_ghost_bestrings.value == 1 && players[consoleplayer].skin != i)
|
||||
continue;
|
||||
|
||||
if (FIL_FileExists(va("%s-%s-rings-best.lmp", gpath, skins[i].name)))
|
||||
G_AddGhost(va("%s-%s-rings-best.lmp", gpath, skins[i].name));
|
||||
}
|
||||
}
|
||||
|
||||
// Last ghost
|
||||
if (cv_ghost_last.value)
|
||||
{
|
||||
for (i = 0; i < numskins; ++i)
|
||||
{
|
||||
if (cv_ghost_last.value == 1 && players[consoleplayer].skin != i)
|
||||
continue;
|
||||
|
||||
if (FIL_FileExists(va("%s-%s-last.lmp", gpath, skins[i].name)))
|
||||
G_AddGhost(va("%s-%s-last.lmp", gpath, skins[i].name));
|
||||
}
|
||||
}
|
||||
|
||||
// Guest ghost
|
||||
if (cv_ghost_guest.value && FIL_FileExists(va("%s-guest.lmp", gpath)))
|
||||
G_AddGhost(va("%s-guest.lmp", gpath));
|
||||
|
||||
free(gpath);
|
||||
}
|
||||
}
|
||||
P_LoadRecordGhosts();
|
||||
|
||||
if (G_TagGametype())
|
||||
{
|
||||
|
@ -2988,17 +2923,14 @@ boolean P_AddWadFile(const char *wadfilename, char **firstmapname)
|
|||
|
||||
if (name[0] == 'M' && name[1] == 'A' && name[2] == 'P') // Ignore the headers
|
||||
{
|
||||
if (name[5]!='\0')
|
||||
continue;
|
||||
num = (INT16)M_MapNumber(name[3], name[4]);
|
||||
|
||||
//If you replaced the map you're on, end the level when done.
|
||||
if (num == gamemap)
|
||||
replacedcurrentmap = true;
|
||||
|
||||
if (name[5] == 'D')
|
||||
P_LoadMapHeader(num);
|
||||
else if (name[5]!='\0')
|
||||
continue;
|
||||
|
||||
CONS_Printf("%s\n", name);
|
||||
}
|
||||
|
||||
|
|
|
@ -64,7 +64,6 @@ boolean P_DelWadFile(void);
|
|||
boolean P_RunSOC(const char *socfilename);
|
||||
void P_WriteThings(lumpnum_t lump);
|
||||
size_t P_PrecacheLevelFlats(void);
|
||||
void P_InitMapHeaders(void);
|
||||
void P_AllocMapHeader(INT16 i);
|
||||
|
||||
// Needed for NiGHTS
|
||||
|
|
141
src/p_spec.c
141
src/p_spec.c
|
@ -1852,18 +1852,17 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
|
|||
}
|
||||
}
|
||||
|
||||
// Special type 308, 307, 302, 304, 315, 318, and 320 only work once
|
||||
if (specialtype == 302 || specialtype == 304 || specialtype == 307 || specialtype == 308 || specialtype == 315 || specialtype == 318 || specialtype == 320)
|
||||
{
|
||||
// These special types work only once
|
||||
if (specialtype == 302 // Once
|
||||
|| specialtype == 304 // Ring count - Once
|
||||
|| specialtype == 307 // Character ability - Once
|
||||
|| specialtype == 308 // Race only - Once
|
||||
|| specialtype == 315 // No of pushables - Once
|
||||
|| specialtype == 318 // Unlockable trigger - Once
|
||||
|| specialtype == 320 // Unlockable - Once
|
||||
|| specialtype == 399) // Level Load
|
||||
triggerline->special = 0; // Clear it out
|
||||
|
||||
// Hmm, I'm thinking that we shouldn't touch the sector special, incase
|
||||
// we have continuous executors associated with it, too?
|
||||
/*
|
||||
if (caller && (GETSECSPECIAL(caller->special, 2) >= 1 && GETSECSPECIAL(caller->special, 2) <= 7))
|
||||
caller->special = (UINT16)(caller->special-(GETSECSPECIAL(caller->special, 2) << 4)); // Only remove the relevant section
|
||||
*/
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -1893,13 +1892,14 @@ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller)
|
|||
if (lines[masterline].tag != tag)
|
||||
continue;
|
||||
|
||||
// "No More Enemies" takes care of itself.
|
||||
// "No More Enemies" and "Level Load" take care of themselves.
|
||||
if (lines[masterline].special == 313
|
||||
// Each-time exectors handle themselves, too
|
||||
|| lines[masterline].special == 301
|
||||
|| lines[masterline].special == 306
|
||||
|| lines[masterline].special == 310
|
||||
|| lines[masterline].special == 312)
|
||||
|| lines[masterline].special == 399
|
||||
// Each-time executors handle themselves, too
|
||||
|| lines[masterline].special == 301 // Each time
|
||||
|| lines[masterline].special == 306 // Character ability - Each time
|
||||
|| lines[masterline].special == 310 // CTF Red team - Each time
|
||||
|| lines[masterline].special == 312) // CTF Blue team - Each time
|
||||
continue;
|
||||
|
||||
if (lines[masterline].special < 300
|
||||
|
@ -3323,12 +3323,79 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
}
|
||||
|
||||
//
|
||||
// P_ShouldObjectBeDamaged
|
||||
// P_ThingIsOnThe3DFloor
|
||||
//
|
||||
// Checks for conditions that a mobj should be damaged by
|
||||
// floor touch/anywhere-in-FOF damage specials.
|
||||
// This checks whether the mobj is on/in the FOF we want it to be at
|
||||
// Needed for the "All players" trigger sector specials only
|
||||
//
|
||||
#define P_ShouldObjectBeDamaged(mo,roversector) (roversector || P_IsObjectOnGround(mo))
|
||||
static boolean P_ThingIsOnThe3DFloor(mobj_t *mo, sector_t *sector, sector_t *targetsec)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!mo->player) // should NEVER happen
|
||||
return false;
|
||||
|
||||
if (!targetsec->ffloors) // also should NEVER happen
|
||||
return false;
|
||||
|
||||
for (rover = targetsec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (rover->master->frontsector != sector)
|
||||
continue;
|
||||
|
||||
// we're assuming the FOF existed when the first player touched it
|
||||
//if (!(rover->flags & FF_EXISTS))
|
||||
// return false;
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (rover->flags & FF_BLOCKPLAYER)
|
||||
{
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != *rover->topheight)
|
||||
return false;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP)
|
||||
|| mo->z + mo->height != *rover->bottomheight)
|
||||
return false;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == *rover->bottomheight)
|
||||
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == *rover->topheight)))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and intangible FOFs
|
||||
if (mo->z > *rover->topheight || (mo->z + mo->height) < *rover->bottomheight)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//
|
||||
// P_MobjReadyToTrigger
|
||||
//
|
||||
// Is player standing on the sector's "ground"?
|
||||
//
|
||||
static inline boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec)
|
||||
{
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
return (mo->z+mo->height == sec->ceilingheight);
|
||||
else
|
||||
return (mo->z == sec->floorheight);
|
||||
}
|
||||
|
||||
/** Applies a sector special to a player.
|
||||
*
|
||||
|
@ -3370,19 +3437,19 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
|
|||
switch (special)
|
||||
{
|
||||
case 1: // Damage (Generic)
|
||||
if (P_ShouldObjectBeDamaged(player->mo, roversector))
|
||||
if (roversector || P_MobjReadyToTrigger(player->mo, sector))
|
||||
P_DamageMobj(player->mo, NULL, NULL, 1);
|
||||
break;
|
||||
case 2: // Damage (Water)
|
||||
if (P_ShouldObjectBeDamaged(player->mo, roversector) && (player->powers[pw_underwater] || player->pflags & PF_NIGHTSMODE) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL)
|
||||
if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_underwater] || player->pflags & PF_NIGHTSMODE) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL)
|
||||
P_DamageMobj(player->mo, NULL, NULL, 1);
|
||||
break;
|
||||
case 3: // Damage (Fire)
|
||||
if (P_ShouldObjectBeDamaged(player->mo, roversector) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL)
|
||||
if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL)
|
||||
P_DamageMobj(player->mo, NULL, NULL, 1);
|
||||
break;
|
||||
case 4: // Damage (Electrical)
|
||||
if (P_ShouldObjectBeDamaged(player->mo, roversector) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ATTRACT)
|
||||
if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ATTRACT)
|
||||
P_DamageMobj(player->mo, NULL, NULL, 1);
|
||||
break;
|
||||
case 5: // Spikes
|
||||
|
@ -3390,7 +3457,7 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
|
|||
break;
|
||||
case 6: // Death Pit (Camera Mod)
|
||||
case 7: // Death Pit (No Camera Mod)
|
||||
if (P_ShouldObjectBeDamaged(player->mo, roversector))
|
||||
if (roversector || P_MobjReadyToTrigger(player->mo, sector))
|
||||
P_DamageMobj(player->mo, NULL, NULL, 10000);
|
||||
break;
|
||||
case 8: // Instant Kill
|
||||
|
@ -3451,10 +3518,26 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
|
|||
break;
|
||||
case 2: // Linedef executor requires all players present+doesn't require touching floor
|
||||
case 3: // Linedef executor requires all players present
|
||||
/// \todo take FOFs into account (+continues for proper splitscreen support?)
|
||||
/// \todo check continues for proper splitscreen support?
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && !players[i].bot && players[i].mo && (gametype != GT_COOP || players[i].lives > 0) && !(P_PlayerTouchingSectorSpecial(&players[i], 2, 3) == sector || P_PlayerTouchingSectorSpecial(&players[i], 2, 2) == sector))
|
||||
goto DoneSection2;
|
||||
if (playeringame[i] && !players[i].bot && players[i].mo && (gametype != GT_COOP || players[i].lives > 0))
|
||||
{
|
||||
if (roversector)
|
||||
{
|
||||
if (players[i].mo->subsector->sector != roversector)
|
||||
goto DoneSection2;
|
||||
if (!P_ThingIsOnThe3DFloor(players[i].mo, sector, roversector))
|
||||
goto DoneSection2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (players[i].mo->subsector->sector != sector)
|
||||
goto DoneSection2;
|
||||
|
||||
if (special == 3 && !P_MobjReadyToTrigger(players[i].mo, sector))
|
||||
goto DoneSection2;
|
||||
}
|
||||
}
|
||||
case 4: // Linedef executor that doesn't require touching floor
|
||||
case 5: // Linedef executor
|
||||
case 6: // Linedef executor (7 Emeralds)
|
||||
|
@ -5280,7 +5363,7 @@ static void P_RunLevelLoadExecutors(void)
|
|||
for (i = 0; i < numlines; i++)
|
||||
{
|
||||
if (lines[i].special == 399)
|
||||
P_LinedefExecute(lines[i].tag, NULL, NULL);
|
||||
P_RunTriggerLinedef(&lines[i], NULL, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -168,7 +168,8 @@ void Command_CountMobjs_f(void)
|
|||
count++;
|
||||
}
|
||||
|
||||
CONS_Printf(" * %d: %d\n", i, count);
|
||||
if (count > 0) // Don't bother displaying if there are none of this type!
|
||||
CONS_Printf(" * %d: %d\n", i, count);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
45
src/p_user.c
45
src/p_user.c
|
@ -988,8 +988,8 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
|
|||
{
|
||||
player->powers[pw_extralife] = 0;
|
||||
player->powers[pw_invulnerability] = 0;
|
||||
player->powers[pw_sneakers] = 0;
|
||||
}
|
||||
player->powers[pw_sneakers] = 0;
|
||||
|
||||
if (gametype != GT_COOP)
|
||||
{
|
||||
|
@ -4009,7 +4009,7 @@ static boolean P_AnalogMove(player_t *player)
|
|||
//
|
||||
// Determines if the player is pressing in the direction they are moving
|
||||
//
|
||||
// 0 = no controls pressed
|
||||
// 0 = no controls pressed/no movement
|
||||
// 1 = pressing in the direction of movement
|
||||
// 2 = pressing in the opposite direction of movement
|
||||
//
|
||||
|
@ -4030,7 +4030,19 @@ INT32 P_GetPlayerControlDirection(player_t *player)
|
|||
if (!cmd->forwardmove && !cmd->sidemove)
|
||||
return 0;
|
||||
|
||||
if (P_AnalogMove(player) && thiscam->chase)
|
||||
if (!player->mo->momx && !player->mo->momy)
|
||||
return 0;
|
||||
|
||||
if (twodlevel || player->mo->flags2 & MF2_TWOD)
|
||||
{
|
||||
if (!cmd->sidemove)
|
||||
return 0;
|
||||
if (!player->mo->momx)
|
||||
return 0;
|
||||
origtempangle = tempangle = 0; // relative to the axis rather than the player!
|
||||
controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
|
||||
}
|
||||
else if (P_AnalogMove(player) && thiscam->chase)
|
||||
{
|
||||
if (player->awayviewtics)
|
||||
origtempangle = tempangle = player->awayviewmobj->angle;
|
||||
|
@ -4047,11 +4059,14 @@ INT32 P_GetPlayerControlDirection(player_t *player)
|
|||
// Calculate the angle at which the controls are pointing
|
||||
// to figure out the proper mforward and mbackward.
|
||||
tempangle >>= ANGLETOFINESHIFT;
|
||||
tempx += FixedMul(cmd->forwardmove*FRACUNIT,FINECOSINE(tempangle));
|
||||
tempy += FixedMul(cmd->forwardmove*FRACUNIT,FINESINE(tempangle));
|
||||
if (!(twodlevel || player->mo->flags2 & MF2_TWOD)) // in 2d mode, sidemove is treated as the forwards/backwards direction
|
||||
{
|
||||
tempx += FixedMul(cmd->forwardmove*FRACUNIT,FINECOSINE(tempangle));
|
||||
tempy += FixedMul(cmd->forwardmove*FRACUNIT,FINESINE(tempangle));
|
||||
|
||||
tempangle = origtempangle-ANGLE_90;
|
||||
tempangle >>= ANGLETOFINESHIFT;
|
||||
tempangle = origtempangle-ANGLE_90;
|
||||
tempangle >>= ANGLETOFINESHIFT;
|
||||
}
|
||||
tempx += FixedMul(cmd->sidemove*FRACUNIT,FINECOSINE(tempangle));
|
||||
tempy += FixedMul(cmd->sidemove*FRACUNIT,FINESINE(tempangle));
|
||||
|
||||
|
@ -8725,10 +8740,7 @@ void P_PlayerThink(player_t *player)
|
|||
if (!(player->pflags & PF_NIGHTSMODE))
|
||||
{
|
||||
if (cmd->buttons & BT_USE)
|
||||
{
|
||||
if (!(player->pflags & PF_USEDOWN))
|
||||
player->pflags |= PF_USEDOWN;
|
||||
}
|
||||
player->pflags |= PF_USEDOWN;
|
||||
else
|
||||
player->pflags &= ~PF_USEDOWN;
|
||||
}
|
||||
|
@ -9026,8 +9038,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
if (!(cmd->buttons & BT_WEAPONNEXT) && !(cmd->buttons & BT_WEAPONPREV)
|
||||
&& !(cmd->buttons & BT_WEAPONMASK))
|
||||
if (!(cmd->buttons & (BT_WEAPONNEXT|BT_WEAPONPREV|BT_WEAPONMASK)))
|
||||
player->pflags &= ~PF_WPNDOWN;
|
||||
|
||||
// Weapon cycling if out of ammo for a certain weapon
|
||||
|
@ -9064,7 +9075,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
&& player->charability2 == CA2_SPINDASH)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
|
||||
|
||||
if ((player->pflags & PF_CARRIED) && player->mo->tracer)
|
||||
if (player->pflags & PF_CARRIED && player->mo->tracer)
|
||||
{
|
||||
player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT));
|
||||
|
||||
|
@ -9153,7 +9164,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
}
|
||||
}
|
||||
}
|
||||
else if ((player->pflags & PF_MACESPIN) && player->mo->tracer && player->mo->tracer->target)
|
||||
else if (player->pflags & PF_MACESPIN && player->mo->tracer && player->mo->tracer->target)
|
||||
{
|
||||
player->mo->height = P_GetPlayerSpinHeight(player);
|
||||
// tracer is what you're hanging onto....
|
||||
|
@ -9183,9 +9194,9 @@ void P_PlayerAfterThink(player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
if (((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[displayplayer]))
|
||||
if ((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[displayplayer])
|
||||
{
|
||||
if (!(thiscam->chase)) // bob view only if looking through the player's eyes
|
||||
if (!thiscam->chase) // bob view only if looking through the player's eyes
|
||||
{
|
||||
P_CalcHeight(player);
|
||||
P_CalcPostImg(player);
|
||||
|
|
|
@ -1214,7 +1214,7 @@
|
|||
C01FCF4B08A954540054247B /* Debug */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
CURRENT_PROJECT_VERSION = 2.1.10;
|
||||
CURRENT_PROJECT_VERSION = 2.1.11;
|
||||
GCC_PREPROCESSOR_DEFINITIONS = (
|
||||
"$(inherited)",
|
||||
NORMALSRB2,
|
||||
|
@ -1226,7 +1226,7 @@
|
|||
C01FCF4C08A954540054247B /* Release */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
CURRENT_PROJECT_VERSION = 2.1.10;
|
||||
CURRENT_PROJECT_VERSION = 2.1.11;
|
||||
GCC_ENABLE_FIX_AND_CONTINUE = NO;
|
||||
GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
|
||||
GCC_PREPROCESSOR_DEFINITIONS = (
|
||||
|
|
|
@ -1214,7 +1214,7 @@
|
|||
C01FCF4B08A954540054247B /* Debug */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
CURRENT_PROJECT_VERSION = 2.1.10;
|
||||
CURRENT_PROJECT_VERSION = 2.1.11;
|
||||
GCC_PREPROCESSOR_DEFINITIONS = (
|
||||
"$(inherited)",
|
||||
NORMALSRB2,
|
||||
|
@ -1226,7 +1226,7 @@
|
|||
C01FCF4C08A954540054247B /* Release */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
CURRENT_PROJECT_VERSION = 2.1.10;
|
||||
CURRENT_PROJECT_VERSION = 2.1.11;
|
||||
GCC_ENABLE_FIX_AND_CONTINUE = NO;
|
||||
GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
|
||||
GCC_PREPROCESSOR_DEFINITIONS = (
|
||||
|
|
|
@ -479,14 +479,11 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t
|
|||
deststart = desttop;
|
||||
destend = desttop + SHORT(patch->width) * dupx;
|
||||
|
||||
for (col = 0; (col>>FRACBITS) < SHORT(patch->width); col += colfrac, desttop++)
|
||||
for (col = 0; (col>>FRACBITS) < SHORT(patch->width); col += colfrac, ++x, desttop++)
|
||||
{
|
||||
INT32 topdelta, prevdelta = -1;
|
||||
if (x < 0)
|
||||
{ // don't draw off the left of the screen (WRAP PREVENTION)
|
||||
x++;
|
||||
if (x < 0) // don't draw off the left of the screen (WRAP PREVENTION)
|
||||
continue;
|
||||
}
|
||||
if (x > vid.width) // don't draw off the right of the screen (WRAP PREVENTION)
|
||||
break;
|
||||
column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[col>>FRACBITS]));
|
||||
|
@ -594,13 +591,11 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_
|
|||
}
|
||||
}
|
||||
|
||||
for (col = sx<<FRACBITS; (col>>FRACBITS) < SHORT(patch->width) && (col>>FRACBITS) < w; col += colfrac, desttop++)
|
||||
for (col = sx<<FRACBITS; (col>>FRACBITS) < SHORT(patch->width) && (col>>FRACBITS) < w; col += colfrac, ++x, desttop++)
|
||||
{
|
||||
INT32 topdelta, prevdelta = -1;
|
||||
if (x < 0) { // don't draw off the left of the screen (WRAP PREVENTION)
|
||||
x++;
|
||||
if (x < 0) // don't draw off the left of the screen (WRAP PREVENTION)
|
||||
continue;
|
||||
}
|
||||
if (x > vid.width) // don't draw off the right of the screen (WRAP PREVENTION)
|
||||
break;
|
||||
column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[col>>FRACBITS]));
|
||||
|
|
Loading…
Reference in a new issue