Merge branch 'public_todo_next' into next
All commits that was in private that are not SRB2 2.2 had moved to public's next
433
SRB2.cbp
|
@ -154,8 +154,8 @@ HW3SOUND for 3D hardware sound support
|
|||
<Add directory="libs/gme/include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="SDL" />
|
||||
<Add library="SDL_mixer" />
|
||||
<Add library="SDL2" />
|
||||
<Add library="SDL2_mixer" />
|
||||
<Add library="advapi32" />
|
||||
<Add library="kernel32" />
|
||||
<Add library="msvcrt" />
|
||||
|
@ -200,8 +200,8 @@ HW3SOUND for 3D hardware sound support
|
|||
<Add directory="libs/gme/include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="SDL" />
|
||||
<Add library="SDL_mixer" />
|
||||
<Add library="SDL2" />
|
||||
<Add library="SDL2_mixer" />
|
||||
<Add library="advapi32" />
|
||||
<Add library="kernel32" />
|
||||
<Add library="msvcrt" />
|
||||
|
@ -4141,283 +4141,170 @@ HW3SOUND for 3D hardware sound support
|
|||
<Option target="Debug Mingw64/DirectX" />
|
||||
<Option target="Release Mingw64/DirectX" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/IMG_xpm.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option compile="0" />
|
||||
<Option link="0" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/dosstr.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/endtxt.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/endtxt.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/filter/filters.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/filter/filters.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/filter/hq2x.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/filter/hq2x.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/filter/interp.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/filter/lq2x.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/filter/lq2x.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/filter/main.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option compile="0" />
|
||||
<Option link="0" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/hwsym_sdl.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/hwsym_sdl.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/i_cdmus.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/i_main.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/i_net.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/i_system.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/i_video.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/mixer_sound.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/ogl_sdl.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/ogl_sdl.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/sdl_sound.c">
|
||||
<Unit filename="src/sdl2/IMG_xpm.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl/sdlmain.h">
|
||||
<Unit filename="src/sdl2/SDL_icon.xpm">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/dosstr.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/endtxt.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/endtxt.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/hwsym_sdl.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/hwsym_sdl.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/i_cdmus.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/i_main.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/i_net.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/i_system.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/i_ttf.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/i_ttf.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/i_video.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/mixer_sound.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/ogl_sdl.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/ogl_sdl.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/sdl_sound.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sdl2/sdlmain.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
</Unit>
|
||||
<Unit filename="src/sounds.c">
|
||||
<Option compilerVar="CC" />
|
||||
|
@ -4590,13 +4477,13 @@ HW3SOUND for 3D hardware sound support
|
|||
</Unit>
|
||||
<Unit filename="src/vid_copy.s">
|
||||
<Option compilerVar="CC" />
|
||||
<Option compiler="avrgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="gcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="ppcgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="gnu_gcc_compiler_for_mingw32" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="gnu_gcc_compiler_for_mingw64" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="armelfgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="tricoregcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="ppcgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="gcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="avrgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="gnu_gcc_compiler_for_mingw64" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
|
|
|
@ -27,7 +27,6 @@ find_library(SDL2_LIBRARY
|
|||
"/usr/local/lib"
|
||||
)
|
||||
|
||||
|
||||
# set include dir variables
|
||||
set(SDL2_PROCESS_INCLUDES SDL2_INCLUDE_DIR)
|
||||
set(SDL2_PROCESS_LIBS SDL2_LIBRARY)
|
||||
|
|
|
@ -943,9 +943,9 @@ void D_SRB2Main(void)
|
|||
#endif
|
||||
|
||||
#if defined (_WIN32_WCE) //|| defined (_DEBUG) || defined (GP2X)
|
||||
devparm = !M_CheckParm("-nodebug");
|
||||
devparm = M_CheckParm("-nodebug") == 0;
|
||||
#else
|
||||
devparm = M_CheckParm("-debug");
|
||||
devparm = M_CheckParm("-debug") != 0;
|
||||
#endif
|
||||
|
||||
// for dedicated server
|
||||
|
@ -1118,7 +1118,7 @@ void D_SRB2Main(void)
|
|||
#endif
|
||||
D_CleanFile();
|
||||
|
||||
#if 1 // md5s last updated 12/14/14
|
||||
#ifndef DEVELOP // md5s last updated 12/14/14
|
||||
|
||||
// Check MD5s of autoloaded files
|
||||
W_VerifyFileMD5(0, ASSET_HASH_SRB2_SRB); // srb2.srb/srb2.wad
|
||||
|
|
|
@ -3193,7 +3193,27 @@ static void Command_ModDetails_f(void)
|
|||
//
|
||||
static void Command_ShowGametype_f(void)
|
||||
{
|
||||
CONS_Printf(M_GetText("Current gametype is %d\n"), gametype);
|
||||
INT32 j;
|
||||
const char *gametypestr = NULL;
|
||||
|
||||
if (!(netgame || multiplayer)) // print "Single player" instead of "Co-op"
|
||||
{
|
||||
CONS_Printf(M_GetText("Current gametype is %s\n"), M_GetText("Single player"));
|
||||
return;
|
||||
}
|
||||
// find name string for current gametype
|
||||
for (j = 0; gametype_cons_t[j].strvalue; j++)
|
||||
{
|
||||
if (gametype_cons_t[j].value == gametype)
|
||||
{
|
||||
gametypestr = gametype_cons_t[j].strvalue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (gametypestr)
|
||||
CONS_Printf(M_GetText("Current gametype is %s\n"), gametypestr);
|
||||
else // string for current gametype was not found above (should never happen)
|
||||
CONS_Printf(M_GetText("Unknown gametype set (%d)\n"), gametype);
|
||||
}
|
||||
|
||||
/** Plays the intro.
|
||||
|
|
|
@ -473,6 +473,7 @@ static void readPlayer(MYFILE *f, INT32 num)
|
|||
|
||||
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
|
||||
goto done;
|
||||
PlayerMenu[num].status = IT_CALL;
|
||||
|
||||
for (i = 0; i < MAXLINELEN-3; i++)
|
||||
{
|
||||
|
@ -545,6 +546,7 @@ static void readPlayer(MYFILE *f, INT32 num)
|
|||
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
|
||||
goto done;
|
||||
DEH_WriteUndoline(word, &description[num].picname[0], UNDO_NONE);
|
||||
PlayerMenu[num].status = IT_CALL;
|
||||
strncpy(description[num].picname, word2, 8);
|
||||
}
|
||||
else if (fastcmp(word, "STATUS"))
|
||||
|
@ -576,6 +578,8 @@ static void readPlayer(MYFILE *f, INT32 num)
|
|||
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
|
||||
goto done;
|
||||
DEH_WriteUndoline(word, description[num].skinname, UNDO_NONE);
|
||||
PlayerMenu[num].status = IT_CALL;
|
||||
|
||||
strlcpy(description[num].skinname, word2, sizeof description[num].skinname);
|
||||
strlwr(description[num].skinname);
|
||||
}
|
||||
|
@ -3807,7 +3811,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
|
||||
// Blue Crawla
|
||||
"S_POSS_STND",
|
||||
"S_POSS_STND2",
|
||||
"S_POSS_RUN1",
|
||||
"S_POSS_RUN2",
|
||||
"S_POSS_RUN3",
|
||||
|
@ -3817,7 +3820,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
|
|||
|
||||
// Red Crawla
|
||||
"S_SPOS_STND",
|
||||
"S_SPOS_STND2",
|
||||
"S_SPOS_RUN1",
|
||||
"S_SPOS_RUN2",
|
||||
"S_SPOS_RUN3",
|
||||
|
@ -7172,7 +7174,6 @@ static const char *const MOBJFLAG2_LIST[] = {
|
|||
"EXPLOSION", // Thrown ring has explosive properties
|
||||
"SCATTER", // Thrown ring has scatter properties
|
||||
"BEYONDTHEGRAVE",// Source of this missile has died and has since respawned.
|
||||
"PUSHED", // Mobj was already pushed this tic
|
||||
"SLIDEPUSH", // MF_PUSHABLE that pushes continuously.
|
||||
"CLASSICPUSH", // Drops straight down when object has negative Z.
|
||||
"STANDONME", // While not pushable, stand on me anyway.
|
||||
|
@ -7201,6 +7202,8 @@ static const char *const MOBJEFLAG_LIST[] = {
|
|||
"JUSTSTEPPEDDOWN", // used for ramp sectors
|
||||
"VERTICALFLIP", // Vertically flip sprite/allow upside-down physics
|
||||
"GOOWATER", // Goo water
|
||||
"PUSHED", // Mobj was already pushed this tic
|
||||
"SPRUNG", // Mobj was already sprung this tic
|
||||
NULL
|
||||
};
|
||||
|
||||
|
@ -7303,6 +7306,7 @@ static const char *const ML_LIST[16] = {
|
|||
};
|
||||
|
||||
// This DOES differ from r_draw's Color_Names, unfortunately.
|
||||
// Also includes Super colors
|
||||
static const char *COLOR_ENUMS[] = {
|
||||
"NONE", // SKINCOLOR_NONE
|
||||
"WHITE", // SKINCOLOR_WHITE
|
||||
|
@ -7329,7 +7333,25 @@ static const char *COLOR_ENUMS[] = {
|
|||
"ZIM", // SKINCOLOR_ZIM
|
||||
"OLIVE", // SKINCOLOR_OLIVE
|
||||
"YELLOW", // SKINCOLOR_YELLOW
|
||||
"GOLD" // SKINCOLOR_GOLD
|
||||
"GOLD", // SKINCOLOR_GOLD
|
||||
// Super special awesome Super flashing colors!
|
||||
"SUPER1", // SKINCOLOR_SUPER1
|
||||
"SUPER2", // SKINCOLOR_SUPER2,
|
||||
"SUPER3", // SKINCOLOR_SUPER3,
|
||||
"SUPER4", // SKINCOLOR_SUPER4,
|
||||
"SUPER5", // SKINCOLOR_SUPER5,
|
||||
// Super Tails
|
||||
"TSUPER1", // SKINCOLOR_TSUPER1,
|
||||
"TSUPER2", // SKINCOLOR_TSUPER2,
|
||||
"TSUPER3", // SKINCOLOR_TSUPER3,
|
||||
"TSUPER4", // SKINCOLOR_TSUPER4,
|
||||
"TSUPER5", // SKINCOLOR_TSUPER5,
|
||||
// Super Knuckles
|
||||
"KSUPER1", // SKINCOLOR_KSUPER1,
|
||||
"KSUPER2", // SKINCOLOR_KSUPER2,
|
||||
"KSUPER3", // SKINCOLOR_KSUPER3,
|
||||
"KSUPER4", // SKINCOLOR_KSUPER4,
|
||||
"KSUPER5" // SKINCOLOR_KSUPER5,
|
||||
};
|
||||
|
||||
static const char *const POWERS_LIST[] = {
|
||||
|
@ -7536,8 +7558,9 @@ struct {
|
|||
{"EMERALD6",EMERALD6},
|
||||
{"EMERALD7",EMERALD7},
|
||||
|
||||
// SKINCOLOR_ doesn't include this..!
|
||||
// SKINCOLOR_ doesn't include these..!
|
||||
{"MAXSKINCOLORS",MAXSKINCOLORS},
|
||||
{"MAXTRANSLATIONS",MAXTRANSLATIONS},
|
||||
|
||||
// Precipitation
|
||||
{"PRECIP_NONE",PRECIP_NONE},
|
||||
|
@ -8158,7 +8181,7 @@ static fixed_t find_const(const char **rword)
|
|||
}
|
||||
else if (fastncmp("SKINCOLOR_",word,10)) {
|
||||
char *p = word+10;
|
||||
for (i = 0; i < MAXSKINCOLORS; i++)
|
||||
for (i = 0; i < MAXTRANSLATIONS; i++)
|
||||
if (fastcmp(p, COLOR_ENUMS[i])) {
|
||||
free(word);
|
||||
return i;
|
||||
|
@ -8217,8 +8240,8 @@ void DEH_Check(void)
|
|||
if (dehpowers != NUMPOWERS)
|
||||
I_Error("You forgot to update the Dehacked powers list, you dolt!\n(%d powers defined, versus %s in the Dehacked list)\n", NUMPOWERS, sizeu1(dehpowers));
|
||||
|
||||
if (dehcolors != MAXSKINCOLORS)
|
||||
I_Error("You forgot to update the Dehacked colors list, you dolt!\n(%d colors defined, versus %s in the Dehacked list)\n", MAXSKINCOLORS, sizeu1(dehcolors));
|
||||
if (dehcolors != MAXTRANSLATIONS)
|
||||
I_Error("You forgot to update the Dehacked colors list, you dolt!\n(%d colors defined, versus %s in the Dehacked list)\n", MAXTRANSLATIONS, sizeu1(dehcolors));
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -8572,7 +8595,7 @@ static inline int lib_getenum(lua_State *L)
|
|||
}
|
||||
else if (fastncmp("SKINCOLOR_",word,10)) {
|
||||
p = word+10;
|
||||
for (i = 0; i < MAXSKINCOLORS; i++)
|
||||
for (i = 0; i < MAXTRANSLATIONS; i++)
|
||||
if (fastcmp(p, COLOR_ENUMS[i])) {
|
||||
lua_pushinteger(L, i);
|
||||
return 1;
|
||||
|
|
|
@ -138,10 +138,12 @@
|
|||
extern FILE *logstream;
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
//#define DEVELOP // Disable this for release builds to remove excessive cheat commands and enable MD5 checking and stuff, all in one go. :3
|
||||
#ifdef DEVELOP
|
||||
#define VERSION 0 // Game version
|
||||
#define SUBVERSION 0 // more precise version number
|
||||
#define VERSIONSTRING "Trunk"
|
||||
#define VERSIONSTRINGW L"Trunk"
|
||||
#else
|
||||
#define VERSION 201 // Game version
|
||||
#define SUBVERSION 14 // more precise version number
|
||||
|
|
21
src/g_game.c
|
@ -2180,8 +2180,7 @@ void G_PlayerReborn(INT32 player)
|
|||
p->health = 1; // 0 rings
|
||||
p->panim = PA_IDLE; // standing animation
|
||||
|
||||
if ((netgame || multiplayer) && !p->spectator
|
||||
&& gametype != GT_RACE)
|
||||
if ((netgame || multiplayer) && !p->spectator)
|
||||
p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent
|
||||
|
||||
if (p-players == consoleplayer)
|
||||
|
@ -4330,20 +4329,10 @@ void G_GhostTicker(void)
|
|||
switch(g->color)
|
||||
{
|
||||
case GHC_SUPER: // Super Sonic (P_DoSuperStuff)
|
||||
// Yousa yellow now!
|
||||
g->mo->color = SKINCOLOR_SUPER1 + (leveltime/2) % 5;
|
||||
if (g->mo->skin)
|
||||
switch (((skin_t*)g->mo->skin)-skins)
|
||||
{
|
||||
case 1: // Golden orange supertails.
|
||||
g->mo->color = SKINCOLOR_TSUPER1 + (leveltime/2) % 5;
|
||||
break;
|
||||
case 2: // Pink superknux.
|
||||
g->mo->color = SKINCOLOR_KSUPER1 + (leveltime/2) % 5;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (leveltime % 9 < 5)
|
||||
g->mo->color = SKINCOLOR_SUPER1 + leveltime % 9;
|
||||
else
|
||||
g->mo->color = SKINCOLOR_SUPER1 + 9 - leveltime % 9;
|
||||
break;
|
||||
case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer)
|
||||
g->mo->color = (UINT8)(leveltime % MAXSKINCOLORS);
|
||||
|
|
|
@ -3527,6 +3527,184 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v
|
|||
return false;
|
||||
}
|
||||
|
||||
static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale)
|
||||
{
|
||||
UINT8 i;
|
||||
float tr_x, tr_y;
|
||||
FOutVector *wv;
|
||||
FOutVector swallVerts[4];
|
||||
FSurfaceInfo sSurf;
|
||||
fixed_t floorheight, mobjfloor;
|
||||
|
||||
mobjfloor = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x, spr->mobj->y,
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
if (cv_shadowoffs.value)
|
||||
{
|
||||
angle_t shadowdir;
|
||||
|
||||
// Set direction
|
||||
if (splitscreen && stplyr != &players[displayplayer])
|
||||
shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
|
||||
else
|
||||
shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
|
||||
|
||||
// Find floorheight
|
||||
floorheight = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
|
||||
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
|
||||
// The shadow is falling ABOVE it's mobj?
|
||||
// Don't draw it, then!
|
||||
if (spr->mobj->z < floorheight)
|
||||
return;
|
||||
else
|
||||
{
|
||||
fixed_t floorz;
|
||||
floorz = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight),
|
||||
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight),
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
// The shadow would be falling on a wall? Don't draw it, then.
|
||||
// Would draw midair otherwise.
|
||||
if (floorz < floorheight)
|
||||
return;
|
||||
}
|
||||
|
||||
floorheight = FixedInt(spr->mobj->z - floorheight);
|
||||
}
|
||||
else
|
||||
floorheight = FixedInt(spr->mobj->z - mobjfloor);
|
||||
|
||||
// create the sprite billboard
|
||||
//
|
||||
// 3--2
|
||||
// | /|
|
||||
// |/ |
|
||||
// 0--1
|
||||
|
||||
// x1/x2 were already scaled in HWR_ProjectSprite
|
||||
swallVerts[0].x = swallVerts[3].x = spr->x1;
|
||||
swallVerts[2].x = swallVerts[1].x = spr->x2;
|
||||
|
||||
if (spr->mobj && this_scale != 1.0f)
|
||||
{
|
||||
// Always a pixel above the floor, perfectly flat.
|
||||
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
|
||||
|
||||
swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset) * this_scale;
|
||||
swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset * this_scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Always a pixel above the floor, perfectly flat.
|
||||
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3);
|
||||
|
||||
// Spread out top away from the camera. (Fixme: Make it always move out in the same direction!... somehow.)
|
||||
swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset);
|
||||
swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset;
|
||||
}
|
||||
|
||||
// transform
|
||||
wv = swallVerts;
|
||||
|
||||
for (i = 0; i < 4; i++,wv++)
|
||||
{
|
||||
// Offset away from the camera based on height from floor.
|
||||
if (cv_shadowoffs.value)
|
||||
wv->z += floorheight;
|
||||
wv->z += 3;
|
||||
|
||||
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
tr_x = wv->z;
|
||||
tr_y = wv->y;
|
||||
wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
|
||||
wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
|
||||
// ---------------------- mega lame test ----------------------------------
|
||||
|
||||
//scale y before frustum so that frustum can be scaled to screen height
|
||||
wv->y *= ORIGINAL_ASPECT * gr_fovlud;
|
||||
wv->x *= gr_fovlud;
|
||||
}
|
||||
|
||||
if (spr->flip)
|
||||
{
|
||||
swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s;
|
||||
swallVerts[2].sow = swallVerts[1].sow = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
swallVerts[0].sow = swallVerts[3].sow = 0;
|
||||
swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s;
|
||||
}
|
||||
|
||||
// flip the texture coords (look familiar?)
|
||||
if (spr->vflip)
|
||||
{
|
||||
swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t;
|
||||
swallVerts[0].tow = swallVerts[1].tow = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
swallVerts[3].tow = swallVerts[2].tow = 0;
|
||||
swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t;
|
||||
}
|
||||
|
||||
sSurf.FlatColor.s.red = 0x00;
|
||||
sSurf.FlatColor.s.blue = 0x00;
|
||||
sSurf.FlatColor.s.green = 0x00;
|
||||
|
||||
/*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
|
||||
{
|
||||
sector_t *sector = spr->mobj->subsector->sector;
|
||||
UINT8 lightlevel = 255;
|
||||
extracolormap_t *colormap = sector->extra_colormap;
|
||||
|
||||
if (sector->numlights)
|
||||
{
|
||||
INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
|
||||
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = *sector->lightlist[light].lightlevel;
|
||||
|
||||
if (sector->lightlist[light].extra_colormap)
|
||||
colormap = sector->lightlist[light].extra_colormap;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightlevel = sector->lightlevel;
|
||||
|
||||
if (sector->extra_colormap)
|
||||
colormap = sector->extra_colormap;
|
||||
}
|
||||
|
||||
if (colormap)
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true);
|
||||
else
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true);
|
||||
}*/
|
||||
|
||||
// shadow is always half as translucent as the sprite itself
|
||||
if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency)
|
||||
sSurf.FlatColor.s.alpha = 0x80; // default
|
||||
else if (spr->mobj->flags2 & MF2_SHADOW)
|
||||
sSurf.FlatColor.s.alpha = 0x20;
|
||||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||||
{
|
||||
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf);
|
||||
sSurf.FlatColor.s.alpha /= 2; //cut alpha in half!
|
||||
}
|
||||
else
|
||||
sSurf.FlatColor.s.alpha = 0x80; // default
|
||||
|
||||
if (sSurf.FlatColor.s.alpha > floorheight/4)
|
||||
{
|
||||
sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4);
|
||||
HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------+
|
||||
// HWR_DrawSprite : Draw flat sprites
|
||||
// : (monsters, bonuses, weapons, lights, ...)
|
||||
|
@ -3629,7 +3807,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
|
|||
|
||||
// Draw shadow BEFORE sprite
|
||||
if (cv_shadow.value // Shadows enabled
|
||||
&& !(spr->mobj->flags & MF_SCENERY && spr->mobj->flags & MF_SPAWNCEILING && spr->mobj->flags & MF_NOGRAVITY) // Ceiling scenery have no shadow.
|
||||
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
|
||||
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
|
||||
#ifdef ALAM_LIGHTING
|
||||
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
|
||||
|
@ -3640,187 +3818,9 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
|
|||
////////////////////
|
||||
// SHADOW SPRITE! //
|
||||
////////////////////
|
||||
FOutVector swallVerts[4];
|
||||
FSurfaceInfo sSurf;
|
||||
fixed_t floorheight, mobjfloor;
|
||||
|
||||
mobjfloor = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x, spr->mobj->y,
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
if (cv_shadowoffs.value)
|
||||
{
|
||||
angle_t shadowdir;
|
||||
|
||||
// Set direction
|
||||
if (splitscreen && stplyr != &players[displayplayer])
|
||||
shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
|
||||
else
|
||||
shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
|
||||
|
||||
// Find floorheight
|
||||
floorheight = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
|
||||
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
|
||||
// The shadow is falling ABOVE it's mobj?
|
||||
// Don't draw it, then!
|
||||
if (spr->mobj->z < floorheight)
|
||||
goto noshadow;
|
||||
else
|
||||
{
|
||||
fixed_t floorz;
|
||||
floorz = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight),
|
||||
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight),
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
// The shadow would be falling on a wall? Don't draw it, then.
|
||||
// Would draw midair otherwise.
|
||||
if (floorz < floorheight)
|
||||
goto noshadow;
|
||||
}
|
||||
|
||||
floorheight = FixedInt(spr->mobj->z - floorheight);
|
||||
}
|
||||
else
|
||||
floorheight = FixedInt(spr->mobj->z - mobjfloor);
|
||||
|
||||
// create the sprite billboard
|
||||
//
|
||||
// 3--2
|
||||
// | /|
|
||||
// |/ |
|
||||
// 0--1
|
||||
|
||||
// x1/x2 were already scaled in HWR_ProjectSprite
|
||||
swallVerts[0].x = swallVerts[3].x = spr->x1;
|
||||
swallVerts[2].x = swallVerts[1].x = spr->x2;
|
||||
|
||||
if (spr->mobj && this_scale != 1.0f)
|
||||
{
|
||||
// Always a pixel above the floor, perfectly flat.
|
||||
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
|
||||
|
||||
swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset) * this_scale;
|
||||
swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset * this_scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Always a pixel above the floor, perfectly flat.
|
||||
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3);
|
||||
|
||||
// Spread out top away from the camera. (Fixme: Make it always move out in the same direction!... somehow.)
|
||||
swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset);
|
||||
swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset;
|
||||
}
|
||||
|
||||
// transform
|
||||
wv = swallVerts;
|
||||
|
||||
for (i = 0; i < 4; i++,wv++)
|
||||
{
|
||||
// Offset away from the camera based on height from floor.
|
||||
if (cv_shadowoffs.value)
|
||||
wv->z += floorheight;
|
||||
wv->z += 3;
|
||||
|
||||
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
tr_x = wv->z;
|
||||
tr_y = wv->y;
|
||||
wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
|
||||
wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
|
||||
// ---------------------- mega lame test ----------------------------------
|
||||
|
||||
//scale y before frustum so that frustum can be scaled to screen height
|
||||
wv->y *= ORIGINAL_ASPECT * gr_fovlud;
|
||||
wv->x *= gr_fovlud;
|
||||
}
|
||||
|
||||
if (spr->flip)
|
||||
{
|
||||
swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s;
|
||||
swallVerts[2].sow = swallVerts[1].sow = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
swallVerts[0].sow = swallVerts[3].sow = 0;
|
||||
swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s;
|
||||
}
|
||||
|
||||
// flip the texture coords (look familiar?)
|
||||
if (spr->vflip)
|
||||
{
|
||||
swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t;
|
||||
swallVerts[0].tow = swallVerts[1].tow = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
swallVerts[3].tow = swallVerts[2].tow = 0;
|
||||
swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t;
|
||||
}
|
||||
|
||||
sSurf.FlatColor.s.red = 0x00;
|
||||
sSurf.FlatColor.s.blue = 0x00;
|
||||
sSurf.FlatColor.s.green = 0x00;
|
||||
|
||||
/*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
|
||||
{
|
||||
sector_t *sector = spr->mobj->subsector->sector;
|
||||
UINT8 lightlevel = sector->lightlevel;
|
||||
extracolormap_t *colormap = sector->extra_colormap;
|
||||
|
||||
if (sector->numlights)
|
||||
{
|
||||
INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
|
||||
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = *sector->lightlist[light].lightlevel;
|
||||
else
|
||||
lightlevel = 255;
|
||||
|
||||
if (sector->lightlist[light].extra_colormap)
|
||||
colormap = sector->lightlist[light].extra_colormap;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightlevel = sector->lightlevel;
|
||||
|
||||
if (sector->extra_colormap)
|
||||
colormap = sector->extra_colormap;
|
||||
}
|
||||
|
||||
if (colormap)
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true);
|
||||
else
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true);
|
||||
}*/
|
||||
|
||||
// shadow is always half as translucent as the sprite itself
|
||||
if (!cv_translucency.value)
|
||||
; // translucency disabled
|
||||
else if (spr->mobj->flags2 & MF2_SHADOW)
|
||||
sSurf.FlatColor.s.alpha = 0x20;
|
||||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||||
{
|
||||
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf);
|
||||
sSurf.FlatColor.s.alpha /= 2; //cut alpha in half!
|
||||
}
|
||||
else
|
||||
sSurf.FlatColor.s.alpha = 0x80; // default
|
||||
|
||||
/// \todo do the test earlier
|
||||
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))
|
||||
{
|
||||
if (sSurf.FlatColor.s.alpha > floorheight/4)
|
||||
{
|
||||
sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4);
|
||||
HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
|
||||
}
|
||||
}
|
||||
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
|
||||
}
|
||||
|
||||
noshadow:
|
||||
|
||||
// This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black.
|
||||
// sprite lighting by modulating the RGB components
|
||||
/// \todo coloured
|
||||
|
@ -3828,7 +3828,7 @@ noshadow:
|
|||
// colormap test
|
||||
{
|
||||
sector_t *sector = spr->mobj->subsector->sector;
|
||||
UINT8 lightlevel = sector->lightlevel;
|
||||
UINT8 lightlevel = 255;
|
||||
extracolormap_t *colormap = sector->extra_colormap;
|
||||
|
||||
if (sector->numlights)
|
||||
|
@ -3839,8 +3839,6 @@ noshadow:
|
|||
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = *sector->lightlist[light].lightlevel;
|
||||
else
|
||||
lightlevel = 255;
|
||||
|
||||
if (sector->lightlist[light].extra_colormap)
|
||||
colormap = sector->lightlist[light].extra_colormap;
|
||||
|
@ -3849,27 +3847,25 @@ noshadow:
|
|||
{
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = sector->lightlevel;
|
||||
else
|
||||
lightlevel = 255;
|
||||
|
||||
if (sector->extra_colormap)
|
||||
colormap = sector->extra_colormap;
|
||||
}
|
||||
|
||||
if (spr->mobj->frame & FF_FULLBRIGHT)
|
||||
lightlevel = 255;
|
||||
|
||||
if (colormap)
|
||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
|
||||
else
|
||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
|
||||
}
|
||||
|
||||
/// \todo do the test earlier
|
||||
if (!cv_grmd2.value || (md2_models[spr->mobj->sprite].scale < 0.0f))
|
||||
{
|
||||
FBITFIELD blend = 0;
|
||||
if (spr->mobj->flags2 & MF2_SHADOW)
|
||||
if (!cv_translucency.value) // translucency disabled
|
||||
{
|
||||
Surf.FlatColor.s.alpha = 0xFF;
|
||||
blend = PF_Translucent|PF_Occlude;
|
||||
}
|
||||
else if (spr->mobj->flags2 & MF2_SHADOW)
|
||||
{
|
||||
Surf.FlatColor.s.alpha = 0x40;
|
||||
blend = PF_Translucent;
|
||||
|
@ -4390,10 +4386,10 @@ static void HWR_DrawSprites(void)
|
|||
#endif
|
||||
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
|
||||
{
|
||||
if (!cv_grmd2.value || (cv_grmd2.value && md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == true))
|
||||
if (!cv_grmd2.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
|
||||
HWR_DrawSprite(spr);
|
||||
}
|
||||
else if (!cv_grmd2.value || (cv_grmd2.value && md2_models[spr->mobj->sprite].notfound == true))
|
||||
else if (!cv_grmd2.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
|
||||
HWR_DrawSprite(spr);
|
||||
}
|
||||
}
|
||||
|
@ -4419,7 +4415,7 @@ static void HWR_DrawMD2S(void)
|
|||
#endif
|
||||
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
|
||||
{
|
||||
if ((md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == false) && (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f))
|
||||
if (md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == false && md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f)
|
||||
HWR_DrawMD2(spr);
|
||||
}
|
||||
else if (md2_models[spr->mobj->sprite].notfound == false && md2_models[spr->mobj->sprite].scale > 0.0f)
|
||||
|
@ -4461,23 +4457,12 @@ static void HWR_AddSprites(sector_t *sec)
|
|||
// If a limit exists, handle things a tiny bit different.
|
||||
if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
|
||||
{
|
||||
if (!players[displayplayer].mo)
|
||||
return; // Draw nothing if no player.
|
||||
// todo: is this really the best option for this situation?
|
||||
|
||||
for (thing = sec->thinglist; thing; thing = thing->snext)
|
||||
{
|
||||
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
|
||||
continue;
|
||||
|
||||
approx_dist = P_AproxDistance(
|
||||
players[displayplayer].mo->x - thing->x,
|
||||
players[displayplayer].mo->y - thing->y);
|
||||
|
||||
if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
|
||||
approx_dist = P_AproxDistance(
|
||||
players[secondarydisplayplayer].mo->x - thing->x,
|
||||
players[secondarydisplayplayer].mo->y - thing->y);
|
||||
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
|
||||
|
||||
if (approx_dist <= limit_dist)
|
||||
HWR_ProjectSprite(thing);
|
||||
|
@ -4495,23 +4480,12 @@ static void HWR_AddSprites(sector_t *sec)
|
|||
// Someone seriously wants infinite draw distance for precipitation?
|
||||
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
|
||||
{
|
||||
if (!players[displayplayer].mo)
|
||||
return; // Draw nothing if no player.
|
||||
// todo: is this really the best option for this situation?
|
||||
|
||||
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
|
||||
{
|
||||
if (precipthing->invisible)
|
||||
if (precipthing->precipflags & PCF_INVISIBLE)
|
||||
continue;
|
||||
|
||||
approx_dist = P_AproxDistance(
|
||||
players[displayplayer].mo->x - precipthing->x,
|
||||
players[displayplayer].mo->y - precipthing->y);
|
||||
|
||||
if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
|
||||
approx_dist = P_AproxDistance(
|
||||
players[secondarydisplayplayer].mo->x - precipthing->x,
|
||||
players[secondarydisplayplayer].mo->y - precipthing->y);
|
||||
approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
|
||||
|
||||
if (approx_dist <= limit_dist)
|
||||
HWR_ProjectPrecipitationSprite(precipthing);
|
||||
|
@ -4521,7 +4495,7 @@ static void HWR_AddSprites(sector_t *sec)
|
|||
{
|
||||
// Draw everything in sector, no checks
|
||||
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
|
||||
if (!precipthing->invisible)
|
||||
if (!(precipthing->precipflags & PCF_INVISIBLE))
|
||||
HWR_ProjectPrecipitationSprite(precipthing);
|
||||
}
|
||||
#endif
|
||||
|
@ -4582,10 +4556,11 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
|
||||
if (rot >= sprdef->numframes)
|
||||
{
|
||||
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
|
||||
CONS_Alert(CONS_ERROR, M_GetText("HWR_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
|
||||
sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
|
||||
thing->sprite = states[S_UNKNOWN].sprite;
|
||||
thing->frame = states[S_UNKNOWN].frame;
|
||||
sprdef = &sprites[thing->sprite];
|
||||
rot = thing->frame&FF_FRAMEMASK;
|
||||
thing->state->sprite = thing->sprite;
|
||||
thing->state->frame = thing->frame;
|
||||
|
|
|
@ -921,24 +921,25 @@ void HWR_InitMD2(void)
|
|||
}
|
||||
while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4)
|
||||
{
|
||||
if (stricmp(name, "PLAY") == 0)
|
||||
{
|
||||
CONS_Printf("MD2 for sprite PLAY detected in md2.dat, use a player skin instead!\n");
|
||||
continue;
|
||||
}
|
||||
|
||||
for (i = 0; i < NUMSPRITES; i++)
|
||||
{
|
||||
if (stricmp(name, sprnames[i]) == 0)
|
||||
{
|
||||
if (stricmp(name, "PLAY") == 0)
|
||||
continue;
|
||||
//if (stricmp(name, "PLAY") == 0)
|
||||
//continue;
|
||||
|
||||
//CONS_Debug(DBG_RENDER, " Found: %s %s %f %f\n", name, filename, scale, offset);
|
||||
md2_models[i].scale = scale;
|
||||
md2_models[i].offset = offset;
|
||||
md2_models[i].notfound = false;
|
||||
strcpy(md2_models[i].filename, filename);
|
||||
break;
|
||||
}
|
||||
if (i == NUMSPRITES)
|
||||
{
|
||||
CONS_Printf("MD2 for sprite %s not found\n", name);
|
||||
md2_models[i].notfound = true;
|
||||
goto md2found;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -952,15 +953,14 @@ void HWR_InitMD2(void)
|
|||
md2_playermodels[s].offset = offset;
|
||||
md2_playermodels[s].notfound = false;
|
||||
strcpy(md2_playermodels[s].filename, filename);
|
||||
break;
|
||||
}
|
||||
if (s == MAXSKINS-1)
|
||||
{
|
||||
CONS_Printf("MD2 for player skin %s not found\n", name);
|
||||
md2_playermodels[s].notfound = true;
|
||||
goto md2found;
|
||||
}
|
||||
}
|
||||
|
||||
// no sprite/player skin name found?!?
|
||||
CONS_Printf("Unknown sprite/player skin %s detected in md2.dat\n", name);
|
||||
md2found:
|
||||
// move on to next line...
|
||||
continue;
|
||||
}
|
||||
fclose(f);
|
||||
}
|
||||
|
@ -996,17 +996,14 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
|
|||
md2_playermodels[skin].offset = offset;
|
||||
md2_playermodels[skin].notfound = false;
|
||||
strcpy(md2_playermodels[skin].filename, filename);
|
||||
break;
|
||||
}
|
||||
if (skin == MAXSKINS-1)
|
||||
{
|
||||
CONS_Printf("MD2 for player skin %s not found\n", name);
|
||||
md2_playermodels[skin].notfound = true;
|
||||
goto playermd2found;
|
||||
}
|
||||
}
|
||||
|
||||
//CONS_Printf("MD2 for player skin %s not found\n", skins[skin].name);
|
||||
md2_playermodels[skin].notfound = true;
|
||||
playermd2found:
|
||||
fclose(f);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -1021,6 +1018,9 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
|
|||
if (nomd2s)
|
||||
return;
|
||||
|
||||
if (spritenum == SPR_PLAY) // Handled already NEWMD2: Per sprite, per-skin check
|
||||
return;
|
||||
|
||||
// Read the md2.dat file
|
||||
f = fopen("md2.dat", "rt");
|
||||
|
||||
|
@ -1034,27 +1034,19 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
|
|||
// Check for any MD2s that match the names of player skins!
|
||||
while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4)
|
||||
{
|
||||
if (stricmp(name, sprnames[spritenum]) == 0)
|
||||
{
|
||||
if (stricmp(name, sprnames[spritenum]) == 0)
|
||||
{
|
||||
if (stricmp(name, "PLAY") == 0) // Handled already NEWMD2: Per sprite, per-skin check
|
||||
continue;
|
||||
|
||||
md2_models[spritenum].scale = scale;
|
||||
md2_models[spritenum].offset = offset;
|
||||
md2_models[spritenum].notfound = false;
|
||||
strcpy(md2_models[spritenum].filename, filename);
|
||||
break;
|
||||
}
|
||||
|
||||
if (spritenum == NUMSPRITES-1)
|
||||
{
|
||||
CONS_Printf("MD2 for sprite %s not found\n", name);
|
||||
md2_models[spritenum].notfound = true;
|
||||
}
|
||||
md2_models[spritenum].scale = scale;
|
||||
md2_models[spritenum].offset = offset;
|
||||
md2_models[spritenum].notfound = false;
|
||||
strcpy(md2_models[spritenum].filename, filename);
|
||||
goto spritemd2found;
|
||||
}
|
||||
}
|
||||
|
||||
//CONS_Printf("MD2 for sprite %s not found\n", sprnames[spritenum]);
|
||||
md2_models[spritenum].notfound = true;
|
||||
spritemd2found:
|
||||
fclose(f);
|
||||
}
|
||||
|
||||
|
@ -1090,11 +1082,17 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
|||
md2_t *md2;
|
||||
UINT8 color[4];
|
||||
|
||||
if (!cv_grmd2.value)
|
||||
return;
|
||||
|
||||
if (!spr->precip)
|
||||
return;
|
||||
|
||||
// MD2 colormap fix
|
||||
// colormap test
|
||||
{
|
||||
sector_t *sector = spr->mobj->subsector->sector;
|
||||
UINT8 lightlevel = sector->lightlevel;
|
||||
UINT8 lightlevel = 255;
|
||||
extracolormap_t *colormap = sector->extra_colormap;
|
||||
|
||||
if (sector->numlights)
|
||||
|
@ -1105,8 +1103,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
|||
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = *sector->lightlist[light].lightlevel;
|
||||
else
|
||||
lightlevel = 255;
|
||||
|
||||
if (sector->lightlist[light].extra_colormap)
|
||||
colormap = sector->lightlist[light].extra_colormap;
|
||||
|
@ -1115,24 +1111,18 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
|||
{
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = sector->lightlevel;
|
||||
else
|
||||
lightlevel = 255;
|
||||
|
||||
if (sector->extra_colormap)
|
||||
colormap = sector->extra_colormap;
|
||||
}
|
||||
|
||||
if (spr->mobj->frame & FF_FULLBRIGHT)
|
||||
lightlevel = 255;
|
||||
|
||||
if (colormap)
|
||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
|
||||
else
|
||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
|
||||
}
|
||||
|
||||
// Look at HWR_ProjetctSprite for more
|
||||
if (cv_grmd2.value && ((md2_models[spr->mobj->sprite].scale > 0.0f) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f)) && !spr->precip)
|
||||
// Look at HWR_ProjectSprite for more
|
||||
{
|
||||
GLPatch_t *gpatch;
|
||||
INT32 *buff;
|
||||
|
@ -1149,15 +1139,11 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
|||
//durs = tics;
|
||||
|
||||
if (spr->mobj->flags2 & MF2_SHADOW)
|
||||
{
|
||||
Surf.FlatColor.s.alpha = 0x40;
|
||||
}
|
||||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||||
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
|
||||
else
|
||||
{
|
||||
Surf.FlatColor.s.alpha = 0xFF;
|
||||
}
|
||||
|
||||
// dont forget to enabled the depth test because we can't do this like
|
||||
// before: polygons models are not sorted
|
||||
|
@ -1263,8 +1249,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
|||
p.flip = false;
|
||||
|
||||
HWD.pfnDrawMD2i(buff, curr, durs, tics, next, &p, finalscale, flip, color);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1910,6 +1910,13 @@ EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 d
|
|||
pglRotatef(pos->anglex, -1.0f, 0.0f, 0.0f);
|
||||
//pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
|
||||
|
||||
// Remove depth mask when the model is transparent so it doesn't cut thorugh sprites // SRB2CBTODO: For all stuff too?!
|
||||
if (color[3] < 255)
|
||||
{
|
||||
pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
|
||||
pglDepthMask(GL_FALSE);
|
||||
}
|
||||
|
||||
val = *gl_cmd_buffer++;
|
||||
|
||||
while (val != 0)
|
||||
|
|
|
@ -150,8 +150,7 @@ state_t states[NUMSTATES] =
|
|||
{SPR_PLAY, 34, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN
|
||||
|
||||
// Blue Crawla
|
||||
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND2}, // S_POSS_STND
|
||||
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND2
|
||||
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
|
||||
{SPR_POSS, 0, 3, {A_Chase}, 0, 0, S_POSS_RUN2}, // S_POSS_RUN1
|
||||
{SPR_POSS, 1, 3, {A_Chase}, 0, 0, S_POSS_RUN3}, // S_POSS_RUN2
|
||||
{SPR_POSS, 2, 3, {A_Chase}, 0, 0, S_POSS_RUN4}, // S_POSS_RUN3
|
||||
|
@ -160,8 +159,7 @@ state_t states[NUMSTATES] =
|
|||
{SPR_POSS, 5, 3, {A_Chase}, 0, 0, S_POSS_RUN1}, // S_POSS_RUN6
|
||||
|
||||
// Red Crawla
|
||||
{SPR_SPOS, 0, 5, {A_Look}, 0, 0, S_SPOS_STND2}, // S_SPOS_STND
|
||||
{SPR_SPOS, 0, 5, {A_Look}, 0, 0, S_SPOS_STND}, // S_SPOS_STND2
|
||||
{SPR_SPOS, 0, 5, {A_Look}, 0, 0, S_SPOS_STND}, // S_SPOS_STND
|
||||
{SPR_SPOS, 0, 1, {A_Chase}, 0, 0, S_SPOS_RUN2}, // S_SPOS_RUN1
|
||||
{SPR_SPOS, 1, 1, {A_Chase}, 0, 0, S_SPOS_RUN3}, // S_SPOS_RUN2
|
||||
{SPR_SPOS, 2, 1, {A_Chase}, 0, 0, S_SPOS_RUN4}, // S_SPOS_RUN3
|
||||
|
|
|
@ -663,7 +663,6 @@ typedef enum state
|
|||
|
||||
// Blue Crawla
|
||||
S_POSS_STND,
|
||||
S_POSS_STND2,
|
||||
S_POSS_RUN1,
|
||||
S_POSS_RUN2,
|
||||
S_POSS_RUN3,
|
||||
|
@ -673,7 +672,6 @@ typedef enum state
|
|||
|
||||
// Red Crawla
|
||||
S_SPOS_STND,
|
||||
S_SPOS_STND2,
|
||||
S_SPOS_RUN1,
|
||||
S_SPOS_RUN2,
|
||||
S_SPOS_RUN3,
|
||||
|
|
|
@ -126,8 +126,6 @@ static const char *const widtht_opt[] = {
|
|||
enum cameraf {
|
||||
camera_chase = 0,
|
||||
camera_aiming,
|
||||
camera_viewheight,
|
||||
camera_startangle,
|
||||
camera_x,
|
||||
camera_y,
|
||||
camera_z,
|
||||
|
@ -137,7 +135,6 @@ enum cameraf {
|
|||
camera_ceilingz,
|
||||
camera_radius,
|
||||
camera_height,
|
||||
camera_relativex,
|
||||
camera_momx,
|
||||
camera_momy,
|
||||
camera_momz
|
||||
|
@ -147,8 +144,6 @@ enum cameraf {
|
|||
static const char *const camera_opt[] = {
|
||||
"chase",
|
||||
"aiming",
|
||||
"viewheight",
|
||||
"startangle",
|
||||
"x",
|
||||
"y",
|
||||
"z",
|
||||
|
@ -158,7 +153,6 @@ static const char *const camera_opt[] = {
|
|||
"ceilingz",
|
||||
"radius",
|
||||
"height",
|
||||
"relativex",
|
||||
"momx",
|
||||
"momy",
|
||||
"momz",
|
||||
|
@ -279,12 +273,6 @@ static int camera_get(lua_State *L)
|
|||
case camera_aiming:
|
||||
lua_pushinteger(L, cam->aiming);
|
||||
break;
|
||||
case camera_viewheight:
|
||||
lua_pushinteger(L, cam->viewheight);
|
||||
break;
|
||||
case camera_startangle:
|
||||
lua_pushinteger(L, cam->startangle);
|
||||
break;
|
||||
case camera_x:
|
||||
lua_pushinteger(L, cam->x);
|
||||
break;
|
||||
|
@ -312,9 +300,6 @@ static int camera_get(lua_State *L)
|
|||
case camera_height:
|
||||
lua_pushinteger(L, cam->height);
|
||||
break;
|
||||
case camera_relativex:
|
||||
lua_pushinteger(L, cam->relativex);
|
||||
break;
|
||||
case camera_momx:
|
||||
lua_pushinteger(L, cam->momx);
|
||||
break;
|
||||
|
|
|
@ -60,7 +60,6 @@ enum subsector_e {
|
|||
subsector_sector,
|
||||
subsector_numlines,
|
||||
subsector_firstline,
|
||||
subsector_validcount
|
||||
};
|
||||
|
||||
static const char *const subsector_opt[] = {
|
||||
|
@ -68,7 +67,6 @@ static const char *const subsector_opt[] = {
|
|||
"sector",
|
||||
"numlines",
|
||||
"firstline",
|
||||
"validcount",
|
||||
NULL};
|
||||
|
||||
enum line_e {
|
||||
|
@ -86,7 +84,6 @@ enum line_e {
|
|||
line_slopetype,
|
||||
line_frontsector,
|
||||
line_backsector,
|
||||
line_validcount,
|
||||
line_firsttag,
|
||||
line_nexttag,
|
||||
line_text,
|
||||
|
@ -108,7 +105,6 @@ static const char *const line_opt[] = {
|
|||
"slopetype",
|
||||
"frontsector",
|
||||
"backsector",
|
||||
"validcount",
|
||||
"firsttag",
|
||||
"nexttag",
|
||||
"text",
|
||||
|
@ -476,9 +472,6 @@ static int subsector_get(lua_State *L)
|
|||
case subsector_firstline:
|
||||
lua_pushinteger(L, subsector->firstline);
|
||||
return 1;
|
||||
case subsector_validcount:
|
||||
lua_pushinteger(L, subsector->validcount);
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -564,9 +557,6 @@ static int line_get(lua_State *L)
|
|||
case line_backsector:
|
||||
LUA_PushUserdata(L, line->backsector, META_SECTOR);
|
||||
return 1;
|
||||
case line_validcount:
|
||||
lua_pushinteger(L, line->validcount);
|
||||
return 1;
|
||||
case line_firsttag:
|
||||
lua_pushinteger(L, line->firsttag);
|
||||
return 1;
|
||||
|
|
|
@ -500,7 +500,7 @@ static int mobj_set(lua_State *L)
|
|||
return luaL_error(L, "mobj.skin '%s' not found!", skin);
|
||||
}
|
||||
case mobj_color:
|
||||
mo->color = ((UINT8)luaL_checkinteger(L, 3)) % MAXSKINCOLORS;
|
||||
mo->color = ((UINT8)luaL_checkinteger(L, 3)) % MAXTRANSLATIONS;
|
||||
break;
|
||||
case mobj_bnext:
|
||||
return NOSETPOS;
|
||||
|
|
|
@ -91,6 +91,33 @@ static UINT8 cheatf_warp(void)
|
|||
return 1;
|
||||
}
|
||||
|
||||
#ifdef DEVELOP
|
||||
static UINT8 cheatf_devmode(void)
|
||||
{
|
||||
UINT8 i;
|
||||
|
||||
if (modifiedgame)
|
||||
return 0;
|
||||
|
||||
if (menuactive && currentMenu != &MainDef)
|
||||
return 0; // Only on the main menu!
|
||||
|
||||
S_StartSound(0, sfx_itemup);
|
||||
|
||||
// Just unlock all the things and turn on -debug and console devmode.
|
||||
G_SetGameModified(false);
|
||||
for (i = 0; i < MAXUNLOCKABLES; i++)
|
||||
unlockables[i].unlocked = true;
|
||||
devparm = TRUE;
|
||||
cv_debug |= 0x8000;
|
||||
|
||||
// Refresh secrets menu existing.
|
||||
M_ClearMenus(true);
|
||||
M_StartControlPanel();
|
||||
return 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
static cheatseq_t cheat_ultimate = {
|
||||
0, cheatf_ultimate,
|
||||
{ SCRAMBLE('u'), SCRAMBLE('l'), SCRAMBLE('t'), SCRAMBLE('i'), SCRAMBLE('m'), SCRAMBLE('a'), SCRAMBLE('t'), SCRAMBLE('e'), 0xff }
|
||||
|
@ -115,6 +142,14 @@ static cheatseq_t cheat_warp_joy = {
|
|||
SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW),
|
||||
SCRAMBLE(KEY_ENTER), 0xff }
|
||||
};
|
||||
|
||||
#ifdef DEVELOP
|
||||
static cheatseq_t cheat_devmode = {
|
||||
0, cheatf_devmode,
|
||||
{ SCRAMBLE('d'), SCRAMBLE('e'), SCRAMBLE('v'), SCRAMBLE('m'), SCRAMBLE('o'), SCRAMBLE('d'), SCRAMBLE('e'), 0xff }
|
||||
};
|
||||
#endif
|
||||
|
||||
// ==========================================================================
|
||||
// CHEAT SEQUENCE PACKAGE
|
||||
// ==========================================================================
|
||||
|
@ -221,6 +256,9 @@ boolean cht_Responder(event_t *ev)
|
|||
ret += cht_CheckCheat(&cheat_ultimate_joy, (char)ch);
|
||||
ret += cht_CheckCheat(&cheat_warp, (char)ch);
|
||||
ret += cht_CheckCheat(&cheat_warp_joy, (char)ch);
|
||||
#ifdef DEVELOP
|
||||
ret += cht_CheckCheat(&cheat_devmode, (char)ch);
|
||||
#endif
|
||||
return (ret != 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -363,12 +363,12 @@ boolean P_CheckMissileRange(mobj_t *actor)
|
|||
if (!actor->target)
|
||||
return false;
|
||||
|
||||
if (!P_CheckSight(actor, actor->target))
|
||||
return false;
|
||||
|
||||
if (actor->reactiontime)
|
||||
return false; // do not attack yet
|
||||
|
||||
if (!P_CheckSight(actor, actor->target))
|
||||
return false;
|
||||
|
||||
// OPTIMIZE: get this from a global checksight
|
||||
dist = P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) - FixedMul(64*FRACUNIT, actor->scale);
|
||||
|
||||
|
@ -652,6 +652,9 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
|
|||
|
||||
player = &players[actor->lastlook];
|
||||
|
||||
if ((netgame || multiplayer) && player->spectator)
|
||||
continue;
|
||||
|
||||
if (player->health <= 0)
|
||||
continue; // dead
|
||||
|
||||
|
@ -661,12 +664,6 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
|
|||
if (!player->mo || P_MobjWasRemoved(player->mo))
|
||||
continue;
|
||||
|
||||
if (!P_CheckSight(actor, player->mo))
|
||||
continue; // out of sight
|
||||
|
||||
if ((netgame || multiplayer) && player->spectator)
|
||||
continue;
|
||||
|
||||
if (dist > 0
|
||||
&& P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist)
|
||||
continue; // Too far away
|
||||
|
@ -683,6 +680,9 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
|
|||
}
|
||||
}
|
||||
|
||||
if (!P_CheckSight(actor, player->mo))
|
||||
continue; // out of sight
|
||||
|
||||
if (tracer)
|
||||
P_SetTarget(&actor->tracer, player->mo);
|
||||
else
|
||||
|
@ -5660,6 +5660,11 @@ void A_RecyclePowers(mobj_t *actor)
|
|||
if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE
|
||||
&& !players[i].exiting && !((netgame || multiplayer) && players[i].spectator))
|
||||
{
|
||||
#ifndef WEIGHTEDRECYCLER
|
||||
if (players[i].powers[pw_super])
|
||||
continue; // Ignore super players
|
||||
#endif
|
||||
|
||||
numplayers++;
|
||||
postscramble[j] = playerslist[j] = (UINT8)i;
|
||||
|
||||
|
|
|
@ -1968,51 +1968,71 @@ void T_NoEnemiesSector(levelspecthink_t *nobaddies)
|
|||
{
|
||||
size_t i;
|
||||
fixed_t upperbound, lowerbound;
|
||||
INT32 s;
|
||||
sector_t *checksector;
|
||||
sector_t *sec = NULL;
|
||||
sector_t *targetsec = NULL;
|
||||
INT32 secnum = -1;
|
||||
msecnode_t *node;
|
||||
mobj_t *thing;
|
||||
boolean exists = false;
|
||||
boolean FOFsector = false;
|
||||
|
||||
for (i = 0; i < nobaddies->sector->linecount; i++)
|
||||
while ((secnum = P_FindSectorFromLineTag(nobaddies->sourceline, secnum)) >= 0)
|
||||
{
|
||||
if (nobaddies->sector->lines[i]->special == 223)
|
||||
sec = §ors[secnum];
|
||||
|
||||
FOFsector = false;
|
||||
|
||||
// Check the lines of this sector, to see if it is a FOF control sector.
|
||||
for (i = 0; i < sec->linecount; i++)
|
||||
{
|
||||
INT32 targetsecnum = -1;
|
||||
|
||||
upperbound = nobaddies->sector->ceilingheight;
|
||||
lowerbound = nobaddies->sector->floorheight;
|
||||
if (sec->lines[i]->special < 100 || sec->lines[i]->special >= 300)
|
||||
continue;
|
||||
|
||||
for (s = -1; (s = P_FindSectorFromLineTag(nobaddies->sector->lines[i], s)) >= 0 ;)
|
||||
FOFsector = true;
|
||||
|
||||
while ((targetsecnum = P_FindSectorFromLineTag(sec->lines[i], targetsecnum)) >= 0)
|
||||
{
|
||||
checksector = §ors[s];
|
||||
targetsec = §ors[targetsecnum];
|
||||
|
||||
node = checksector->touching_thinglist; // things touching this sector
|
||||
upperbound = targetsec->ceilingheight;
|
||||
lowerbound = targetsec->floorheight;
|
||||
node = targetsec->touching_thinglist; // things touching this sector
|
||||
while (node)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0
|
||||
&& thing->z < upperbound && thing->z+thing->height > lowerbound)
|
||||
{
|
||||
exists = true;
|
||||
goto foundenemy;
|
||||
}
|
||||
&& thing->z < upperbound && thing->z+thing->height > lowerbound)
|
||||
return;
|
||||
|
||||
node = node->m_snext;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!FOFsector)
|
||||
{
|
||||
upperbound = sec->ceilingheight;
|
||||
lowerbound = sec->floorheight;
|
||||
node = sec->touching_thinglist; // things touching this sector
|
||||
while (node)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0
|
||||
&& thing->z < upperbound && thing->z+thing->height > lowerbound)
|
||||
return;
|
||||
|
||||
node = node->m_snext;
|
||||
}
|
||||
}
|
||||
}
|
||||
foundenemy:
|
||||
if (exists)
|
||||
return;
|
||||
|
||||
s = P_AproxDistance(nobaddies->sourceline->dx, nobaddies->sourceline->dy)>>FRACBITS;
|
||||
CONS_Debug(DBG_GAMELOGIC, "Running no-more-enemies exec with tag of %d\n", nobaddies->sourceline->tag);
|
||||
|
||||
CONS_Debug(DBG_GAMELOGIC, "Running no-more-enemies exec with tag of %d\n", s);
|
||||
|
||||
// Otherwise, run the linedef exec and terminate this thinker
|
||||
P_LinedefExecute((INT16)s, NULL, NULL);
|
||||
// No enemies found, run the linedef exec and terminate this thinker
|
||||
P_RunTriggerLinedef(nobaddies->sourceline, NULL, NULL);
|
||||
P_RemoveThinker(&nobaddies->thinker);
|
||||
}
|
||||
|
||||
|
|
|
@ -273,7 +273,6 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
|
|||
extern boolean floatok;
|
||||
extern fixed_t tmfloorz;
|
||||
extern fixed_t tmceilingz;
|
||||
extern boolean tmsprung;
|
||||
extern mobj_t *tmfloorthing, *tmthing;
|
||||
extern camera_t *mapcampointer;
|
||||
|
||||
|
|
107
src/p_map.c
|
@ -49,9 +49,6 @@ static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights
|
|||
mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector
|
||||
static mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
|
||||
|
||||
// turned on or off in PIT_CheckThing
|
||||
boolean tmsprung;
|
||||
|
||||
// keep track of the line that lowers the ceiling,
|
||||
// so missiles don't explode against sky hack walls
|
||||
line_t *ceilingline;
|
||||
|
@ -111,7 +108,9 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
fixed_t offx, offy;
|
||||
fixed_t vertispeed = spring->info->mass;
|
||||
fixed_t horizspeed = spring->info->damage;
|
||||
fixed_t origvertispeed = vertispeed; // for vertical flipping
|
||||
|
||||
if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
|
||||
return;
|
||||
|
||||
// Spectators don't trigger springs.
|
||||
if (object->player && object->player->spectator)
|
||||
|
@ -122,7 +121,8 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
/*Someone want to make these work like bumpers?*/
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
object->eflags |= MFE_SPRUNG; // apply this flag asap!
|
||||
spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify
|
||||
|
||||
if (horizspeed && vertispeed) // Mimic SA
|
||||
|
@ -191,9 +191,9 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED); // I still need these.
|
||||
P_ResetPlayer(object->player);
|
||||
|
||||
if (origvertispeed > 0)
|
||||
if (P_MobjFlip(object)*vertispeed > 0)
|
||||
P_SetPlayerMobjState(object, S_PLAY_SPRING);
|
||||
else if (origvertispeed < 0)
|
||||
else if (P_MobjFlip(object)*vertispeed < 0)
|
||||
P_SetPlayerMobjState(object, S_PLAY_FALL1);
|
||||
else // horizontal spring
|
||||
{
|
||||
|
@ -367,10 +367,11 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
fixed_t blockdist;
|
||||
|
||||
// don't clip against self
|
||||
tmsprung = false;
|
||||
if (thing == tmthing)
|
||||
return true;
|
||||
|
||||
// Ignore... things.
|
||||
if (!tmthing || !thing)
|
||||
if (!tmthing || !thing || P_MobjWasRemoved(thing))
|
||||
return true;
|
||||
|
||||
I_Assert(!P_MobjWasRemoved(tmthing));
|
||||
|
@ -438,9 +439,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE)))
|
||||
return true;
|
||||
|
||||
if (!tmthing || !thing || thing == tmthing || P_MobjWasRemoved(thing))
|
||||
return true;
|
||||
|
||||
// Don't collide with your buddies while NiGHTS-flying.
|
||||
if (tmthing->player && thing->player && (maptol & TOL_NIGHTS)
|
||||
&& ((tmthing->player->pflags & PF_NIGHTSMODE) || (thing->player->pflags & PF_NIGHTSMODE)))
|
||||
|
@ -549,7 +547,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
if ((tmznext <= thzh && tmz > thzh) || (tmznext > thzh - sprarea && tmznext < thzh))
|
||||
{
|
||||
P_DoSpring(thing, tmthing);
|
||||
tmsprung = true;
|
||||
return true;
|
||||
}
|
||||
else if (tmz > thzh - sprarea && tmz < thzh) // Don't damage people springing up / down
|
||||
|
@ -818,15 +815,11 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
{
|
||||
if (thing->type == MT_FAN || thing->type == MT_STEAM)
|
||||
P_DoFanAndGasJet(thing, tmthing);
|
||||
|
||||
if ((!(thing->eflags & MFE_VERTICALFLIP) && (tmthing->z <= (thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)) && (tmthing->z + tmthing->height) >= thing->z))
|
||||
|| ((thing->eflags & MFE_VERTICALFLIP) && (tmthing->z + tmthing->height >= (thing->z - FixedMul(FRACUNIT, thing->scale)) && tmthing->z <= (thing->z + thing->height))))
|
||||
else if (thing->flags & MF_SPRING)
|
||||
{
|
||||
if (thing->flags & MF_SPRING)
|
||||
{
|
||||
if ( thing->z <= tmthing->z + tmthing->height
|
||||
&& tmthing->z <= thing->z + thing->height)
|
||||
P_DoSpring(thing, tmthing);
|
||||
tmsprung = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -875,7 +868,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
{
|
||||
// Doesn't matter what gravity player's following! Just do your stuff in YOUR direction only
|
||||
if (tmthing->eflags & MFE_VERTICALFLIP
|
||||
&& (tmthing->z + tmthing->height + tmthing->momz > thing->z
|
||||
&& (tmthing->z + tmthing->height + tmthing->momz < thing->z
|
||||
|| tmthing->z + tmthing->height + tmthing->momz >= thing->z + thing->height))
|
||||
;
|
||||
else if (!(tmthing->eflags & MFE_VERTICALFLIP)
|
||||
|
@ -909,17 +902,17 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
|
||||
if (thing->type == MT_FAN || thing->type == MT_STEAM)
|
||||
P_DoFanAndGasJet(thing, tmthing);
|
||||
|
||||
else if (thing->flags & MF_SPRING)
|
||||
{
|
||||
if ( thing->z <= tmthing->z + tmthing->height
|
||||
&& tmthing->z <= thing->z + thing->height)
|
||||
P_DoSpring(thing, tmthing);
|
||||
}
|
||||
// Are you touching the side of the object you're interacting with?
|
||||
if (thing->z - FixedMul(FRACUNIT, thing->scale) <= tmthing->z + tmthing->height
|
||||
else if (thing->z - FixedMul(FRACUNIT, thing->scale) <= tmthing->z + tmthing->height
|
||||
&& thing->z + thing->height + FixedMul(FRACUNIT, thing->scale) >= tmthing->z)
|
||||
{
|
||||
if (thing->flags & MF_SPRING)
|
||||
{
|
||||
P_DoSpring(thing, tmthing);
|
||||
tmsprung = true;
|
||||
}
|
||||
else if (thing->flags & MF_MONITOR
|
||||
if (thing->flags & MF_MONITOR
|
||||
&& tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
|
||||
{
|
||||
SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed.
|
||||
|
@ -932,14 +925,12 @@ 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!
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (thing->flags & MF_SPRING && (tmthing->player || tmthing->flags & MF_PUSHABLE));
|
||||
else
|
||||
// Monitors are not treated as solid to players who are jumping, spinning or gliding,
|
||||
// unless it's a CTF team monitor and you're on the wrong team
|
||||
if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)
|
||||
|
@ -1303,10 +1294,10 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
|
|||
// based on their origin point, and can overlap
|
||||
// into adjacent blocks by up to MAXRADIUS units.
|
||||
|
||||
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
|
||||
#ifdef POLYOBJECTS
|
||||
// Check polyobjects and see if tmfloorz/tmceilingz need to be altered
|
||||
|
@ -1520,10 +1511,10 @@ boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam)
|
|||
// based on their origin point, and can overlap
|
||||
// into adjacent blocks by up to MAXRADIUS units.
|
||||
|
||||
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
|
||||
#ifdef POLYOBJECTS
|
||||
// Check polyobjects and see if tmfloorz/tmceilingz need to be altered
|
||||
|
@ -1766,7 +1757,6 @@ boolean PIT_PushableMoved(mobj_t *thing)
|
|||
boolean oldfltok = floatok;
|
||||
fixed_t oldflrz = tmfloorz;
|
||||
fixed_t oldceilz = tmceilingz;
|
||||
boolean oldsprung = tmsprung;
|
||||
mobj_t *oldflrthing = tmfloorthing;
|
||||
mobj_t *oldthing = tmthing;
|
||||
line_t *oldceilline = ceilingline;
|
||||
|
@ -1779,7 +1769,6 @@ boolean PIT_PushableMoved(mobj_t *thing)
|
|||
floatok = oldfltok;
|
||||
tmfloorz = oldflrz;
|
||||
tmceilingz = oldceilz;
|
||||
tmsprung = oldsprung;
|
||||
tmfloorthing = oldflrthing;
|
||||
P_SetTarget(&tmthing, oldthing);
|
||||
ceilingline = oldceilline;
|
||||
|
@ -1949,10 +1938,10 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
|
|||
{
|
||||
INT32 bx, by, xl, xh, yl, yh;
|
||||
|
||||
yh = (unsigned)(thing->y + MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(thing->y - MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(thing->x + MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xl = (unsigned)(thing->x - MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yh = (thing->y + MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yl = (thing->y - MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xh = (thing->x + MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xl = (thing->x - MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
|
||||
stand = thing;
|
||||
standx = x;
|
||||
|
@ -3035,10 +3024,10 @@ void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist)
|
|||
fixed_t dist;
|
||||
|
||||
dist = FixedMul(damagedist, spot->scale) + MAXRADIUS;
|
||||
yh = (unsigned)(spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xl = (unsigned)(spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
|
||||
bombspot = spot;
|
||||
bombsource = source;
|
||||
|
@ -3656,10 +3645,10 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
|
|||
|
||||
validcount++; // used to make sure we only process a line once
|
||||
|
||||
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
for (by = yl; by <= yh; by++)
|
||||
|
@ -3733,10 +3722,10 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
|
|||
|
||||
validcount++; // used to make sure we only process a line once
|
||||
|
||||
xl = (unsigned)(preciptmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(preciptmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(preciptmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (unsigned)(preciptmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xl = (preciptmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (preciptmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (preciptmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (preciptmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
for (by = yl; by <= yh; by++)
|
||||
|
|
|
@ -814,8 +814,8 @@ void P_SetThingPosition(mobj_t *thing)
|
|||
if (!(thing->flags & MF_NOBLOCKMAP))
|
||||
{
|
||||
// inert things don't need to be in blockmap
|
||||
const INT32 blockx = (unsigned)(thing->x - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
const INT32 blocky = (unsigned)(thing->y - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
const INT32 blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
const INT32 blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
if (blockx >= 0 && blockx < bmapwidth
|
||||
&& blocky >= 0 && blocky < bmapheight)
|
||||
{
|
||||
|
@ -1317,10 +1317,10 @@ boolean P_RadiusLinesCheck(fixed_t radius, fixed_t x, fixed_t y,
|
|||
tmbbox[BOXLEFT] = x - radius;
|
||||
|
||||
// check lines
|
||||
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
for (by = yl; by <= yh; by++)
|
||||
|
|
|
@ -1154,7 +1154,7 @@ void P_XYMovement(mobj_t *mo)
|
|||
if (CheckForBustableBlocks && mo->flags & MF_PUSHABLE)
|
||||
P_PushableCheckBustables(mo);
|
||||
|
||||
if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !tmsprung)
|
||||
if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG))
|
||||
{
|
||||
// blocked move
|
||||
|
||||
|
@ -5448,7 +5448,7 @@ void P_MobjThinker(mobj_t *mobj)
|
|||
if (mobj->tracer && P_MobjWasRemoved(mobj->tracer))
|
||||
P_SetTarget(&mobj->tracer, NULL);
|
||||
|
||||
mobj->flags2 &= ~MF2_PUSHED;
|
||||
mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG);
|
||||
|
||||
// 970 allows ANY mobj to trigger a linedef exec
|
||||
if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8)
|
||||
|
|
43
src/p_mobj.h
|
@ -175,24 +175,23 @@ typedef enum
|
|||
MF2_EXPLOSION = 1<<7, // Thrown ring has explosive properties
|
||||
MF2_SCATTER = 1<<8, // Thrown ring has scatter properties
|
||||
MF2_BEYONDTHEGRAVE = 1<<9, // Source of this missile has died and has since respawned.
|
||||
MF2_PUSHED = 1<<10, // Mobj was already pushed this tic
|
||||
MF2_SLIDEPUSH = 1<<11, // MF_PUSHABLE that pushes continuously.
|
||||
MF2_CLASSICPUSH = 1<<12, // Drops straight down when object has negative Z.
|
||||
MF2_STANDONME = 1<<13, // While not pushable, stand on me anyway.
|
||||
MF2_INFLOAT = 1<<14, // Floating to a height for a move, don't auto float to target's height.
|
||||
MF2_DEBRIS = 1<<15, // Splash ring from explosion ring
|
||||
MF2_NIGHTSPULL = 1<<16, // Attracted from a paraloop
|
||||
MF2_JUSTATTACKED = 1<<17, // can be pushed by other moving mobjs
|
||||
MF2_FIRING = 1<<18, // turret fire
|
||||
MF2_SUPERFIRE = 1<<19, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
|
||||
MF2_SHADOW = 1<<20, // Fuzzy draw, makes targeting harder.
|
||||
MF2_STRONGBOX = 1<<21, // Flag used for "strong" random monitors.
|
||||
MF2_OBJECTFLIP = 1<<22, // Flag for objects that always have flipped gravity.
|
||||
MF2_SKULLFLY = 1<<23, // Special handling: skull in flight.
|
||||
MF2_FRET = 1<<24, // Flashing from a previous hit
|
||||
MF2_BOSSNOTRAP = 1<<25, // No Egg Trap after boss
|
||||
MF2_BOSSFLEE = 1<<26, // Boss is fleeing!
|
||||
MF2_BOSSDEAD = 1<<27, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
|
||||
MF2_SLIDEPUSH = 1<<10, // MF_PUSHABLE that pushes continuously.
|
||||
MF2_CLASSICPUSH = 1<<11, // Drops straight down when object has negative Z.
|
||||
MF2_STANDONME = 1<<12, // While not pushable, stand on me anyway.
|
||||
MF2_INFLOAT = 1<<13, // Floating to a height for a move, don't auto float to target's height.
|
||||
MF2_DEBRIS = 1<<14, // Splash ring from explosion ring
|
||||
MF2_NIGHTSPULL = 1<<15, // Attracted from a paraloop
|
||||
MF2_JUSTATTACKED = 1<<16, // can be pushed by other moving mobjs
|
||||
MF2_FIRING = 1<<17, // turret fire
|
||||
MF2_SUPERFIRE = 1<<18, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
|
||||
MF2_SHADOW = 1<<19, // Fuzzy draw, makes targeting harder.
|
||||
MF2_STRONGBOX = 1<<20, // Flag used for "strong" random monitors.
|
||||
MF2_OBJECTFLIP = 1<<21, // Flag for objects that always have flipped gravity.
|
||||
MF2_SKULLFLY = 1<<22, // Special handling: skull in flight.
|
||||
MF2_FRET = 1<<23, // Flashing from a previous hit
|
||||
MF2_BOSSNOTRAP = 1<<24, // No Egg Trap after boss
|
||||
MF2_BOSSFLEE = 1<<25, // Boss is fleeing!
|
||||
MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
|
||||
// free: to and including 1<<31
|
||||
} mobjflag2_t;
|
||||
|
||||
|
@ -232,7 +231,11 @@ typedef enum
|
|||
MFE_VERTICALFLIP = 1<<5,
|
||||
// Goo water
|
||||
MFE_GOOWATER = 1<<6,
|
||||
// free: to and including 1<<7
|
||||
// Mobj was already pushed this tic
|
||||
MFE_PUSHED = 1<<7,
|
||||
// Mobj was already sprung this tic
|
||||
MFE_SPRUNG = 1<<8,
|
||||
// free: to and including 1<<15
|
||||
} mobjeflag_t;
|
||||
|
||||
//
|
||||
|
@ -286,7 +289,7 @@ typedef struct mobj_s
|
|||
state_t *state;
|
||||
UINT32 flags; // flags from mobjinfo tables
|
||||
UINT32 flags2; // MF2_ flags
|
||||
UINT8 eflags; // extra flags
|
||||
UINT16 eflags; // extra flags
|
||||
|
||||
void *skin; // overrides 'sprite' when non-NULL (for player bodies to 'remember' the skin)
|
||||
// Player and mobj sprites in multiplayer modes are modified
|
||||
|
|
|
@ -851,10 +851,10 @@ static void Polyobj_linkToBlockmap(polyobj_t *po)
|
|||
M_AddToBox(blockbox, po->vertices[i]->x, po->vertices[i]->y);
|
||||
|
||||
// adjust bounding box relative to blockmap
|
||||
blockbox[BOXRIGHT] = (unsigned)(blockbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
blockbox[BOXLEFT] = (unsigned)(blockbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
blockbox[BOXTOP] = (unsigned)(blockbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
blockbox[BOXBOTTOM] = (unsigned)(blockbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
blockbox[BOXRIGHT] = (blockbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
blockbox[BOXLEFT] = (blockbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT;
|
||||
blockbox[BOXTOP] = (blockbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
blockbox[BOXBOTTOM] = (blockbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT;
|
||||
|
||||
// link polyobject to every block its bounding box intersects
|
||||
for (y = blockbox[BOXBOTTOM]; y <= blockbox[BOXTOP]; ++y)
|
||||
|
@ -1081,10 +1081,10 @@ static INT32 Polyobj_clipThings(polyobj_t *po, line_t *line)
|
|||
return hitflags;
|
||||
|
||||
// adjust linedef bounding box to blockmap, extend by MAXRADIUS
|
||||
linebox[BOXLEFT] = (unsigned)(line->bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
|
||||
linebox[BOXRIGHT] = (unsigned)(line->bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
|
||||
linebox[BOXBOTTOM] = (unsigned)(line->bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
|
||||
linebox[BOXTOP] = (unsigned)(line->bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
|
||||
linebox[BOXLEFT] = (line->bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
|
||||
linebox[BOXRIGHT] = (line->bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
|
||||
linebox[BOXBOTTOM] = (line->bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
|
||||
linebox[BOXTOP] = (line->bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
|
||||
|
||||
// check all mobj blockmap cells the line contacts
|
||||
for (y = linebox[BOXBOTTOM]; y <= linebox[BOXTOP]; ++y)
|
||||
|
|
|
@ -1174,7 +1174,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
|
|||
if (diff & MD_FRAME)
|
||||
WRITEUINT32(save_p, mobj->frame);
|
||||
if (diff & MD_EFLAGS)
|
||||
WRITEUINT8(save_p, mobj->eflags);
|
||||
WRITEUINT16(save_p, mobj->eflags);
|
||||
if (diff & MD_PLAYER)
|
||||
WRITEUINT8(save_p, mobj->player-players);
|
||||
if (diff & MD_MOVEDIR)
|
||||
|
@ -2000,7 +2000,7 @@ static void LoadMobjThinker(actionf_p1 thinker)
|
|||
else
|
||||
mobj->frame = mobj->state->frame;
|
||||
if (diff & MD_EFLAGS)
|
||||
mobj->eflags = READUINT8(save_p);
|
||||
mobj->eflags = READUINT16(save_p);
|
||||
if (diff & MD_PLAYER)
|
||||
{
|
||||
i = READUINT8(save_p);
|
||||
|
|
27
src/p_spec.c
|
@ -1890,6 +1890,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
|
|||
|| specialtype == 304 // Ring count - Once
|
||||
|| specialtype == 307 // Character ability - Once
|
||||
|| specialtype == 308 // Race only - Once
|
||||
|| specialtype == 313 // No More Enemies - Once
|
||||
|| specialtype == 315 // No of pushables - Once
|
||||
|| specialtype == 318 // Unlockable trigger - Once
|
||||
|| specialtype == 320 // Unlockable - Once
|
||||
|
@ -6526,7 +6527,7 @@ static void P_DoScrollMove(mobj_t *thing, fixed_t dx, fixed_t dy, INT32 exclusiv
|
|||
thing->momy += dy;
|
||||
|
||||
if (exclusive)
|
||||
thing->flags2 |= MF2_PUSHED;
|
||||
thing->eflags |= MFE_PUSHED;
|
||||
}
|
||||
|
||||
/** Processes an active scroller.
|
||||
|
@ -6630,7 +6631,7 @@ void T_Scroll(scroll_t *s)
|
|||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
if (thing->flags2 & MF2_PUSHED) // Already pushed this tic by an exclusive pusher.
|
||||
if (thing->eflags & MFE_PUSHED) // Already pushed this tic by an exclusive pusher.
|
||||
continue;
|
||||
|
||||
if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped
|
||||
|
@ -6650,7 +6651,7 @@ void T_Scroll(scroll_t *s)
|
|||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
if (thing->flags2 & MF2_PUSHED)
|
||||
if (thing->eflags & MFE_PUSHED)
|
||||
continue;
|
||||
|
||||
if (!(thing->flags & MF_NOCLIP) &&
|
||||
|
@ -6689,7 +6690,7 @@ void T_Scroll(scroll_t *s)
|
|||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
if (thing->flags2 & MF2_PUSHED)
|
||||
if (thing->eflags & MFE_PUSHED)
|
||||
continue;
|
||||
|
||||
if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped
|
||||
|
@ -6709,7 +6710,7 @@ void T_Scroll(scroll_t *s)
|
|||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
if (thing->flags2 & MF2_PUSHED)
|
||||
if (thing->eflags & MFE_PUSHED)
|
||||
continue;
|
||||
|
||||
if (!(thing->flags & MF_NOCLIP) &&
|
||||
|
@ -7192,7 +7193,7 @@ static pusher_t *tmpusher; // pusher structure for blockmap searches
|
|||
*/
|
||||
static inline boolean PIT_PushThing(mobj_t *thing)
|
||||
{
|
||||
if (thing->flags2 & MF2_PUSHED)
|
||||
if (thing->eflags & MFE_PUSHED)
|
||||
return false;
|
||||
|
||||
if (thing->player && thing->player->pflags & PF_ROPEHANG)
|
||||
|
@ -7322,7 +7323,7 @@ static inline boolean PIT_PushThing(mobj_t *thing)
|
|||
}
|
||||
|
||||
if (tmpusher->exclusive)
|
||||
thing->flags2 |= MF2_PUSHED;
|
||||
thing->eflags |= MFE_PUSHED;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -7400,10 +7401,10 @@ void T_Pusher(pusher_t *p)
|
|||
tmbbox[BOXRIGHT] = p->x + radius;
|
||||
tmbbox[BOXLEFT] = p->x - radius;
|
||||
|
||||
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
for (by = yl; by <= yh; by++)
|
||||
P_BlockThingsIterator(bx,by, PIT_PushThing);
|
||||
|
@ -7429,7 +7430,7 @@ void T_Pusher(pusher_t *p)
|
|||
|| thing->type == MT_BIGTUMBLEWEED))
|
||||
continue;
|
||||
|
||||
if (thing->flags2 & MF2_PUSHED)
|
||||
if (thing->eflags & MFE_PUSHED)
|
||||
continue;
|
||||
|
||||
if (thing->player && thing->player->pflags & PF_ROPEHANG)
|
||||
|
@ -7599,7 +7600,7 @@ void T_Pusher(pusher_t *p)
|
|||
}
|
||||
|
||||
if (p->exclusive)
|
||||
thing->flags2 |= MF2_PUSHED;
|
||||
thing->eflags |= MFE_PUSHED;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
59
src/p_user.c
|
@ -2958,10 +2958,10 @@ static void P_DoTeeter(player_t *player)
|
|||
{
|
||||
INT32 bx, by, xl, xh, yl, yh;
|
||||
|
||||
yh = (unsigned)(player->mo->y + player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(player->mo->y - player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xl = (unsigned)(player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yh = (player->mo->y + player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yl = (player->mo->y - player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xh = (player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xl = (player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
|
||||
// Polyobjects
|
||||
#ifdef POLYOBJECTS
|
||||
|
@ -3385,13 +3385,22 @@ static void P_DoSuperStuff(player_t *player)
|
|||
switch (player->skin)
|
||||
{
|
||||
case 1: // Golden orange supertails.
|
||||
player->mo->color = SKINCOLOR_TSUPER1 + (leveltime/2) % 5;
|
||||
if (leveltime % 9 < 5)
|
||||
player->mo->color = SKINCOLOR_TSUPER1 + leveltime % 9;
|
||||
else
|
||||
player->mo->color = SKINCOLOR_TSUPER1 + 9 - leveltime % 9;
|
||||
break;
|
||||
case 2: // Pink superknux.
|
||||
player->mo->color = SKINCOLOR_KSUPER1 + (leveltime/2) % 5;
|
||||
if (leveltime % 9 < 5)
|
||||
player->mo->color = SKINCOLOR_KSUPER1 + leveltime % 9;
|
||||
else
|
||||
player->mo->color = SKINCOLOR_KSUPER1 + 9 - leveltime % 9;
|
||||
break;
|
||||
default: // Yousa yellow now!
|
||||
player->mo->color = SKINCOLOR_SUPER1 + (leveltime/2) % 5;
|
||||
if (leveltime % 9 < 5)
|
||||
player->mo->color = SKINCOLOR_SUPER1 + leveltime % 9;
|
||||
else
|
||||
player->mo->color = SKINCOLOR_SUPER1 + 9 - leveltime % 9;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -7774,24 +7783,24 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
angle_t angle = 0, focusangle = 0, focusaiming = 0;
|
||||
fixed_t x, y, z, dist, checkdist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight;
|
||||
INT32 camrotate;
|
||||
boolean camstill, forceon = false, cameranoclip;
|
||||
boolean camstill, cameranoclip;
|
||||
mobj_t *mo;
|
||||
subsector_t *newsubsec;
|
||||
fixed_t f1, f2;
|
||||
|
||||
cameranoclip = (player->pflags & (PF_NOCLIP|PF_NIGHTSMODE)) || (player->mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!!
|
||||
|
||||
if (player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD)
|
||||
forceon = true;
|
||||
if (!(player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD))
|
||||
{
|
||||
if (player->spectator) // force cam off for spectators
|
||||
return true;
|
||||
|
||||
if (!forceon && player->spectator) // force cam off for spectators
|
||||
return true;
|
||||
if (!cv_chasecam.value && thiscam == &camera)
|
||||
return true;
|
||||
|
||||
if (!forceon && !cv_chasecam.value && thiscam == &camera)
|
||||
return true;
|
||||
|
||||
if (!forceon && !cv_chasecam2.value && thiscam == &camera2)
|
||||
return true;
|
||||
if (!cv_chasecam2.value && thiscam == &camera2)
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!thiscam->chase && !resetcalled)
|
||||
{
|
||||
|
@ -8085,10 +8094,10 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
INT32 xl, xh, yl, yh, bx, by;
|
||||
validcount++;
|
||||
|
||||
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
|
||||
for (by = yl; by <= yh; by++)
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
|
@ -9082,7 +9091,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
{
|
||||
ticcmd_t *cmd;
|
||||
INT32 oldweapon = player->currentweapon;
|
||||
camera_t *thiscam;
|
||||
camera_t *thiscam = NULL; // if not one of the displayed players, just don't bother
|
||||
|
||||
#ifdef PARANOIA
|
||||
if (!player->mo)
|
||||
|
@ -9096,7 +9105,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
|
||||
if (splitscreen && player == &players[secondarydisplayplayer])
|
||||
thiscam = &camera2;
|
||||
else
|
||||
else if (player == &players[displayplayer])
|
||||
thiscam = &camera;
|
||||
|
||||
if (player->playerstate == PST_DEAD)
|
||||
|
@ -9104,7 +9113,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
// camera may still move when guy is dead
|
||||
//if (!netgame)
|
||||
{
|
||||
if (((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[displayplayer]) && thiscam->chase)
|
||||
if (thiscam && thiscam->chase)
|
||||
P_MoveChaseCamera(player, thiscam, false);
|
||||
}
|
||||
return;
|
||||
|
@ -9359,7 +9368,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
if ((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[displayplayer])
|
||||
if (thiscam)
|
||||
{
|
||||
if (!thiscam->chase) // bob view only if looking through the player's eyes
|
||||
{
|
||||
|
|
32
src/r_main.c
|
@ -1026,34 +1026,31 @@ void R_SetupFrame(player_t *player, boolean skybox)
|
|||
{
|
||||
INT32 dy = 0;
|
||||
camera_t *thiscam;
|
||||
boolean forcechase = false;
|
||||
boolean chasecam = false;
|
||||
|
||||
if (splitscreen && player == &players[secondarydisplayplayer]
|
||||
&& player != &players[consoleplayer])
|
||||
{
|
||||
thiscam = &camera2;
|
||||
chasecam = (cv_chasecam2.value != 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
thiscam = &camera;
|
||||
chasecam = (cv_chasecam.value != 0);
|
||||
}
|
||||
|
||||
if (player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD)
|
||||
forcechase = true;
|
||||
chasecam = true; // force chasecam on
|
||||
else if (player->spectator) // no spectator chasecam
|
||||
chasecam = false; // force chasecam off
|
||||
|
||||
if (!forcechase && player->spectator) // no spectator chasecam
|
||||
thiscam->chase = false;
|
||||
else if ((cv_chasecam.value || forcechase) && !player->spectator && thiscam == &camera && !thiscam->chase)
|
||||
if (chasecam && !thiscam->chase)
|
||||
{
|
||||
P_ResetCamera(player, &camera);
|
||||
P_ResetCamera(player, thiscam);
|
||||
thiscam->chase = true;
|
||||
}
|
||||
else if ((cv_chasecam2.value || forcechase) && !player->spectator && thiscam == &camera2 && !thiscam->chase)
|
||||
{
|
||||
P_ResetCamera(player, &camera2);
|
||||
thiscam->chase = true;
|
||||
}
|
||||
else if (!(cv_chasecam.value || forcechase) && thiscam == &camera)
|
||||
thiscam->chase = false;
|
||||
else if (!(cv_chasecam2.value || forcechase) && thiscam == &camera2)
|
||||
else if (!chasecam)
|
||||
thiscam->chase = false;
|
||||
|
||||
viewsky = !skybox;
|
||||
|
@ -1066,9 +1063,7 @@ void R_SetupFrame(player_t *player, boolean skybox)
|
|||
aimingangle = player->awayviewaiming;
|
||||
viewangle = viewmobj->angle;
|
||||
}
|
||||
else if (!player->spectator && (forcechase
|
||||
|| (cv_chasecam.value && thiscam == &camera)
|
||||
|| (cv_chasecam2.value && thiscam == &camera2)))
|
||||
else if (!player->spectator && chasecam)
|
||||
// use outside cam view
|
||||
{
|
||||
viewmobj = NULL;
|
||||
|
@ -1105,8 +1100,7 @@ void R_SetupFrame(player_t *player, boolean skybox)
|
|||
|
||||
viewplayer = player;
|
||||
|
||||
if ((forcechase || (cv_chasecam.value && thiscam == &camera) || (cv_chasecam2.value && thiscam == &camera2))
|
||||
&& !player->awayviewtics && !player->spectator)
|
||||
if (chasecam && !player->awayviewtics && !player->spectator)
|
||||
{
|
||||
viewx = thiscam->x;
|
||||
viewy = thiscam->y;
|
||||
|
|
|
@ -1546,23 +1546,12 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
|
|||
// If a limit exists, handle things a tiny bit different.
|
||||
if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
|
||||
{
|
||||
if (!players[displayplayer].mo)
|
||||
return; // Draw nothing if no player.
|
||||
// todo: is this really the best option for this situation?
|
||||
|
||||
for (thing = sec->thinglist; thing; thing = thing->snext)
|
||||
{
|
||||
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
|
||||
continue;
|
||||
|
||||
approx_dist = P_AproxDistance(
|
||||
players[displayplayer].mo->x - thing->x,
|
||||
players[displayplayer].mo->y - thing->y);
|
||||
|
||||
if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
|
||||
approx_dist = P_AproxDistance(
|
||||
players[secondarydisplayplayer].mo->x - thing->x,
|
||||
players[secondarydisplayplayer].mo->y - thing->y);
|
||||
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
|
||||
|
||||
if (approx_dist <= limit_dist)
|
||||
R_ProjectSprite(thing);
|
||||
|
@ -1579,23 +1568,12 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
|
|||
// Someone seriously wants infinite draw distance for precipitation?
|
||||
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
|
||||
{
|
||||
if (!players[displayplayer].mo)
|
||||
return; // Draw nothing if no player.
|
||||
// todo: is this really the best option for this situation?
|
||||
|
||||
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
|
||||
{
|
||||
if (precipthing->precipflags & PCF_INVISIBLE)
|
||||
continue;
|
||||
|
||||
approx_dist = P_AproxDistance(
|
||||
players[displayplayer].mo->x - precipthing->x,
|
||||
players[displayplayer].mo->y - precipthing->y);
|
||||
|
||||
if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
|
||||
approx_dist = P_AproxDistance(
|
||||
players[secondarydisplayplayer].mo->x - precipthing->x,
|
||||
players[secondarydisplayplayer].mo->y - precipthing->y);
|
||||
approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
|
||||
|
||||
if (approx_dist <= limit_dist)
|
||||
R_ProjectPrecipitationSprite(precipthing);
|
||||
|
|
|
@ -1,80 +1,425 @@
|
|||
/* XPM */
|
||||
static const char * SDL_icon_xpm[] = {
|
||||
"32 32 45 1",
|
||||
" c None",
|
||||
". c #6B6BFF",
|
||||
"+ c #3D00B9",
|
||||
"@ c #4848FF",
|
||||
"# c #2525FF",
|
||||
"$ c #310096",
|
||||
"% c #003196",
|
||||
"& c #003DB9",
|
||||
"* c #620096",
|
||||
"= c #6E6E6E",
|
||||
"- c #966200",
|
||||
"; c #250073",
|
||||
"> c #626262",
|
||||
", c #FF8F6B",
|
||||
"' c #FFC66B",
|
||||
") c #FFAB8E",
|
||||
"! c #000080",
|
||||
"~ c #B6B6B6",
|
||||
"{ c #929292",
|
||||
"] c #FFD48E",
|
||||
"^ c #0000B9",
|
||||
"/ c #565656",
|
||||
"( c #868686",
|
||||
"_ c #808080",
|
||||
": c #C0C0C0",
|
||||
"< c #DADADA",
|
||||
"[ c #F2F2F2",
|
||||
"} c #FFFFFF",
|
||||
"| c #CECECE",
|
||||
"1 c #AAAAAA",
|
||||
"2 c #E6E6E6",
|
||||
"3 c #000096",
|
||||
"4 c #AB8EFF",
|
||||
"5 c #190050",
|
||||
"6 c #000000",
|
||||
"7 c #8E8EFF",
|
||||
"8 c #3E3E3E",
|
||||
"9 c #7A7A7A",
|
||||
"0 c #0E0E0E",
|
||||
"a c #9E9E9E",
|
||||
"b c #001950",
|
||||
"c c #C2C2C2",
|
||||
"d c #323232",
|
||||
"e c #002573",
|
||||
"f c #A0A0A4",
|
||||
" ",
|
||||
" ",
|
||||
" ",
|
||||
" .+@##@. ",
|
||||
" @@.@#######@ ",
|
||||
" @@....######### ",
|
||||
" .. .@.....@+##$%%%&&% ",
|
||||
" ..@# @@....@+#*=-;%%%%% ",
|
||||
" ..@#@......@>,')!%%%$ ",
|
||||
" ~..$#.........{])^#+%/ ",
|
||||
" +##@.........()^@@@@@_ ",
|
||||
" $####@........#=#######+ ",
|
||||
" +######....@@##^#########_ ",
|
||||
" +#####=:<<:+##############/ ",
|
||||
"[<=####{<}}}}|###############= ",
|
||||
" }1###=2}}}}}}.############### ",
|
||||
" }<3#3~}}}}}}}4################ ",
|
||||
" }<5#6:}}}}}}}7################/",
|
||||
" }:6861}}}}}}}.########$$ 9 .@$",
|
||||
" }:0a6~}}}}}}}@######5b ",
|
||||
"22cd262}}}}}}2######5b$ ",
|
||||
" 2>1a}}}}}}}{(*###%be## ",
|
||||
" 860)1<[22c1)]]+##be### ",
|
||||
" ~)]]]))))]]]]]=#bb#### ",
|
||||
" )]]]]]]]]](]]=eb$#### ",
|
||||
" :]]]]]]]]]'9bbb$##### ",
|
||||
" ),'''''( >db+### ",
|
||||
" =##f ",
|
||||
" { ",
|
||||
" ",
|
||||
" ",
|
||||
" "};
|
||||
static char * C:\Repo\srb2\src\sdl\SDL_icon_xpm[] = {
|
||||
"32 32 390 2",
|
||||
" c None",
|
||||
". c #4F4F70",
|
||||
"+ c #4D4D87",
|
||||
"@ c #4D4D84",
|
||||
"# c #4E4E6C",
|
||||
"$ c #6C6C95",
|
||||
"% c #5E5EB2",
|
||||
"& c #6B6BE7",
|
||||
"* c #7373F9",
|
||||
"= c #7C7CFF",
|
||||
"- c #6F70E7",
|
||||
"; c #494BB2",
|
||||
"> c #4F4FA3",
|
||||
", c #6464D4",
|
||||
"' c #7979F5",
|
||||
") c #5F5FCA",
|
||||
"! c #5D5D93",
|
||||
"~ c #3A3A9F",
|
||||
"{ c #6060AC",
|
||||
"] c #777793",
|
||||
"^ c #5C5CB3",
|
||||
"/ c #7373EA",
|
||||
"( c #7A7AFF",
|
||||
"_ c #7575FF",
|
||||
": c #7979FF",
|
||||
"< c #6264DD",
|
||||
"[ c #47478C",
|
||||
"} c #564567",
|
||||
"| c #4647D0",
|
||||
"1 c #5C5CAE",
|
||||
"2 c #5E5EFF",
|
||||
"3 c #2929FF",
|
||||
"4 c #1D1DFF",
|
||||
"5 c #1919D1",
|
||||
"6 c #4F4F90",
|
||||
"7 c #1E1ECE",
|
||||
"8 c #5858FF",
|
||||
"9 c #6767A8",
|
||||
"0 c #4949A0",
|
||||
"a c #7070FB",
|
||||
"b c #7D7DFF",
|
||||
"c c #7777FF",
|
||||
"d c #7373FF",
|
||||
"e c #7272FF",
|
||||
"f c #7878FF",
|
||||
"g c #6465D8",
|
||||
"h c #363886",
|
||||
"i c #9F7655",
|
||||
"j c #C89B5C",
|
||||
"k c #1D1CB7",
|
||||
"l c #3031B1",
|
||||
"m c #1919F4",
|
||||
"n c #1111FF",
|
||||
"o c #1818FF",
|
||||
"p c #1B1BFF",
|
||||
"q c #1C1CFF",
|
||||
"r c #2626B3",
|
||||
"s c #1E1EC8",
|
||||
"t c #1A1AE8",
|
||||
"u c #24249F",
|
||||
"v c #2F2FD2",
|
||||
"w c #7676FF",
|
||||
"x c #6869E2",
|
||||
"y c #414290",
|
||||
"z c #8C6751",
|
||||
"A c #FCBA68",
|
||||
"B c #E9BD7D",
|
||||
"C c #201EB8",
|
||||
"D c #090AB8",
|
||||
"E c #1616EB",
|
||||
"F c #1818FD",
|
||||
"G c #1414EE",
|
||||
"H c #1010E1",
|
||||
"I c #0E0EE2",
|
||||
"J c #0E0EF4",
|
||||
"K c #0606B2",
|
||||
"L c #7A7A89",
|
||||
"M c #0C0C9A",
|
||||
"N c #0A0AA7",
|
||||
"O c #2424E4",
|
||||
"P c #6669E6",
|
||||
"Q c #4F4A8F",
|
||||
"R c #BF853B",
|
||||
"S c #FFD98D",
|
||||
"T c #CDAB76",
|
||||
"U c #1717C4",
|
||||
"V c #0F10BA",
|
||||
"W c #0909B6",
|
||||
"X c #0505C3",
|
||||
"Y c #0000B6",
|
||||
"Z c #0000BE",
|
||||
"` c #0000AD",
|
||||
" . c #1D1D83",
|
||||
".. c #63638E",
|
||||
"+. c #090975",
|
||||
"@. c #1414F3",
|
||||
"#. c #5B5BFF",
|
||||
"$. c #7B7BFF",
|
||||
"%. c #7070FF",
|
||||
"&. c #6E6EFF",
|
||||
"*. c #7172F6",
|
||||
"=. c #625DAF",
|
||||
"-. c #BA9E6C",
|
||||
";. c #887167",
|
||||
">. c #090DF2",
|
||||
",. c #1313BE",
|
||||
"'. c #000085",
|
||||
"). c #0000AC",
|
||||
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"+# c #767698",
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"## c #A9865D",
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"$# c #C0915D",
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"=# c #9D8971",
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"-# c #7F7A7A",
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";# c #70708F",
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"># c #6F6F91",
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",# c #575788",
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"'# c #464687",
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")# c #2F2F87",
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"!# c #15158F",
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"~# c #0101A8",
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"{# c #1313FB",
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"]# c #57579F",
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"/# c #434388",
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" ",
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" M N O _ c e d d d _ P Q R S T U V W X Y Z ` ... ",
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" +.@.#.$.d d d d %.&._ *.=.-.;.>.,.'.).!.~. ",
|
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" 6.7.7.4 8.e : w 9.0.a.b.c.2 d.e.f.g.h.i.j.k. ",
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" l.m.n.o.p.q.r.s.t.u.v.w.x.y.z.o o z.A.B./.b C.D. ",
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" w@x@y@z@A@B@i@C@D@E@F@G@H@I@L+J@K@L@p M@ ",
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" ^#/# ",
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" ",
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" ",
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" ",
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" "};
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|
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 364 KiB |
|
@ -1590,7 +1590,7 @@ static void ST_drawSpecialStageHUD(void)
|
|||
if (sstimer)
|
||||
{
|
||||
V_DrawString(hudinfo[HUD_TIMELEFT].x, STRINGY(hudinfo[HUD_TIMELEFT].y), V_HUDTRANS, M_GetText("TIME LEFT"));
|
||||
ST_DrawNightsOverlayNum(SCX(hudinfo[HUD_TIMELEFTNUM].x), SCY(hudinfo[HUD_TIMELEFTNUM].y), V_HUDTRANS, sstimer/TICRATE, tallnum, SKINCOLOR_WHITE);
|
||||
ST_DrawNumFromHud(HUD_TIMELEFTNUM, sstimer/TICRATE);
|
||||
}
|
||||
else
|
||||
ST_DrawPatchFromHud(HUD_TIMEUP, timeup);
|
||||
|
|
|
@ -413,6 +413,7 @@ UINT16 W_LoadWadFile(const char *filename)
|
|||
lump_p->disksize -= 4;
|
||||
}
|
||||
else lump_p->compressed = 0;
|
||||
memset(lump_p->name, 0x00, 9);
|
||||
strncpy(lump_p->name, fileinfo->name, 8);
|
||||
}
|
||||
free(fileinfov);
|
||||
|
|
Before Width: | Height: | Size: 5.9 KiB After Width: | Height: | Size: 364 KiB |
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 364 KiB |