mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-28 23:21:58 +00:00
Merge branch 'master' into sdl2
Synchronizing back to upstream
This commit is contained in:
commit
a413811ccd
25 changed files with 251 additions and 146 deletions
|
@ -1,4 +1,4 @@
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||||||
Here it is! SRB2 v2.1.5 source code!
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Here it is! SRB2 v2.1.6 source code!
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||||||
|
|
||||||
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Win32 with Visual C (6SP6+Processor Pack OR 7)
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Win32 with Visual C (6SP6+Processor Pack OR 7)
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||||||
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|
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@ -767,9 +767,11 @@ static inline void resynch_write_ctf(resynchend_pak *rst)
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rst->flagplayer[i] = (SINT8)j;
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rst->flagplayer[i] = (SINT8)j;
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break;
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break;
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}
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}
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if (j == MAXPLAYERS)
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if (j == MAXPLAYERS) // fine, no I_Error
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I_Error("One of the flags has gone completely missing!");
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{
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CONS_Alert(CONS_ERROR, "One of the flags has gone completely missing...");
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rst->flagplayer[i] = -2;
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}
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continue;
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continue;
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}
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}
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@ -789,7 +791,9 @@ static inline void resynch_read_ctf(resynchend_pak *p)
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players[i].gotflag = 0;
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players[i].gotflag = 0;
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// Red flag
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// Red flag
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if (p->flagplayer[0] != -1) // Held by a player
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if (p->flagplayer[0] == -2)
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; // The server doesn't even know what happened to it...
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else if (p->flagplayer[0] != -1) // Held by a player
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{
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{
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if (!playeringame[p->flagplayer[0]])
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if (!playeringame[p->flagplayer[0]])
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I_Error("Invalid red flag player %d who isn't in the game!", (INT32)p->flagplayer[0]);
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I_Error("Invalid red flag player %d who isn't in the game!", (INT32)p->flagplayer[0]);
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@ -815,7 +819,9 @@ static inline void resynch_read_ctf(resynchend_pak *p)
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}
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}
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// Blue flag
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// Blue flag
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if (p->flagplayer[1] != -1) // Held by a player
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if (p->flagplayer[1] == -2)
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; // The server doesn't even know what happened to it...
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else if (p->flagplayer[1] != -1) // Held by a player
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{
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{
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if (!playeringame[p->flagplayer[1]])
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if (!playeringame[p->flagplayer[1]])
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I_Error("Invalid blue flag player %d who isn't in the game!", (INT32)p->flagplayer[1]);
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I_Error("Invalid blue flag player %d who isn't in the game!", (INT32)p->flagplayer[1]);
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@ -832,11 +838,11 @@ static inline void resynch_read_ctf(resynchend_pak *p)
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blueflag = P_SpawnMobj(0,0,0,MT_BLUEFLAG);
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blueflag = P_SpawnMobj(0,0,0,MT_BLUEFLAG);
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P_UnsetThingPosition(blueflag);
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P_UnsetThingPosition(blueflag);
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blueflag->x = (fixed_t)LONG(p->flagx[0]);
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blueflag->x = (fixed_t)LONG(p->flagx[1]);
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blueflag->y = (fixed_t)LONG(p->flagy[0]);
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blueflag->y = (fixed_t)LONG(p->flagy[1]);
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blueflag->z = (fixed_t)LONG(p->flagz[0]);
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blueflag->z = (fixed_t)LONG(p->flagz[1]);
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blueflag->flags2 = LONG(p->flagflags[0]);
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blueflag->flags2 = LONG(p->flagflags[1]);
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blueflag->fuse = LONG(p->flagloose[0]);
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blueflag->fuse = LONG(p->flagloose[1]);
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P_SetThingPosition(blueflag);
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P_SetThingPosition(blueflag);
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}
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}
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}
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}
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|
@ -1683,7 +1689,7 @@ static void CL_ConnectToServer(boolean viams)
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}
|
}
|
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if (gametypestr)
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if (gametypestr)
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CONS_Printf(M_GetText("Gametype: %s\n"), gametypestr);
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CONS_Printf(M_GetText("Gametype: %s\n"), gametypestr);
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CONS_Printf(M_GetText("Version: %d.%.2d.%u\n"), serverlist[i].info.version/100,
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CONS_Printf(M_GetText("Version: %d.%d.%u\n"), serverlist[i].info.version/100,
|
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serverlist[i].info.version%100, serverlist[i].info.subversion);
|
serverlist[i].info.version%100, serverlist[i].info.subversion);
|
||||||
}
|
}
|
||||||
SL_ClearServerList(servernode);
|
SL_ClearServerList(servernode);
|
||||||
|
|
|
@ -1097,7 +1097,7 @@ void D_SRB2Main(void)
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||||||
W_VerifyFileMD5(1, "a894044b555dfcc71865cee16a996e88"); // zones.dta
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W_VerifyFileMD5(1, "a894044b555dfcc71865cee16a996e88"); // zones.dta
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||||||
W_VerifyFileMD5(2, "4c410c1de6e0440cc5b2858dcca80c3e"); // player.dta
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W_VerifyFileMD5(2, "4c410c1de6e0440cc5b2858dcca80c3e"); // player.dta
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||||||
W_VerifyFileMD5(3, "85901ad4bf94637e5753d2ac2c03ea26"); // rings.dta
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W_VerifyFileMD5(3, "85901ad4bf94637e5753d2ac2c03ea26"); // rings.dta
|
||||||
W_VerifyFileMD5(4, "4d56695e194a6fd3bc5c87610a215186"); // patch.dta
|
W_VerifyFileMD5(4, "386ab4ffc8c9fb0fa62f788a16e5c218"); // patch.dta
|
||||||
|
|
||||||
// don't check music.dta because people like to modify it, and it doesn't matter if they do
|
// don't check music.dta because people like to modify it, and it doesn't matter if they do
|
||||||
// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
|
// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
|
||||||
|
|
|
@ -350,7 +350,7 @@ consvar_t cv_usemapnumlaps = {"usemaplaps", "Yes", CV_NETVAR, CV_YesNo, NULL, 0,
|
||||||
// log elemental hazards -- not a netvar, is local to current player
|
// log elemental hazards -- not a netvar, is local to current player
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consvar_t cv_hazardlog = {"hazardlog", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_hazardlog = {"hazardlog", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||||
|
|
||||||
consvar_t cv_forceskin = {"forceskin", "-1", CV_NETVAR|CV_CALL, NULL, ForceSkin_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_forceskin = {"forceskin", "-1", CV_NETVAR|CV_CALL|CV_CHEAT, NULL, ForceSkin_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||||
consvar_t cv_downloading = {"downloading", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
consvar_t cv_downloading = {"downloading", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||||
consvar_t cv_allowexitlevel = {"allowexitlevel", "No", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
|
consvar_t cv_allowexitlevel = {"allowexitlevel", "No", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||||
|
|
||||||
|
@ -378,7 +378,6 @@ consvar_t cv_mute = {"mute", "Off", CV_NETVAR|CV_CALL, CV_OnOff, Mute_OnChange,
|
||||||
|
|
||||||
consvar_t cv_sleep = {"cpusleep", "-1", CV_SAVE, sleeping_cons_t, NULL, -1, NULL, NULL, 0, 0, NULL};
|
consvar_t cv_sleep = {"cpusleep", "-1", CV_SAVE, sleeping_cons_t, NULL, -1, NULL, NULL, 0, 0, NULL};
|
||||||
|
|
||||||
static boolean triggerforcedskin = false;
|
|
||||||
INT16 gametype = GT_COOP;
|
INT16 gametype = GT_COOP;
|
||||||
boolean splitscreen = false;
|
boolean splitscreen = false;
|
||||||
boolean circuitmap = false;
|
boolean circuitmap = false;
|
||||||
|
@ -1042,6 +1041,26 @@ UINT8 CanChangeSkin(INT32 playernum)
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void ForceAllSkins(INT32 forcedskin)
|
||||||
|
{
|
||||||
|
INT32 i;
|
||||||
|
for (i = 0; i < MAXPLAYERS; ++i)
|
||||||
|
{
|
||||||
|
if (!playeringame[i])
|
||||||
|
continue;
|
||||||
|
|
||||||
|
SetPlayerSkinByNum(i, forcedskin);
|
||||||
|
|
||||||
|
// If it's me (or my brother), set appropriate skin value in cv_skin/cv_skin2
|
||||||
|
if (!dedicated) // But don't do this for dedicated servers, of course.
|
||||||
|
{
|
||||||
|
if (i == consoleplayer)
|
||||||
|
CV_StealthSet(&cv_skin, skins[forcedskin].name);
|
||||||
|
else if (i == secondarydisplayplayer)
|
||||||
|
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
static INT32 snacpending = 0, snac2pending = 0, chmappending = 0;
|
static INT32 snacpending = 0, snac2pending = 0, chmappending = 0;
|
||||||
|
|
||||||
|
@ -1101,35 +1120,6 @@ static void SendNameAndColor(void)
|
||||||
SetPlayerSkinByNum(consoleplayer, 0);
|
SetPlayerSkinByNum(consoleplayer, 0);
|
||||||
CV_StealthSet(&cv_skin, skins[0].name);
|
CV_StealthSet(&cv_skin, skins[0].name);
|
||||||
}
|
}
|
||||||
else if (cv_forceskin.value >= 0 && (netgame || multiplayer)) // Server wants everyone to use the same player
|
|
||||||
{
|
|
||||||
const INT32 forcedskin = cv_forceskin.value;
|
|
||||||
|
|
||||||
if (triggerforcedskin)
|
|
||||||
{
|
|
||||||
INT32 i;
|
|
||||||
|
|
||||||
for (i = 0; i < MAXPLAYERS; i++)
|
|
||||||
{
|
|
||||||
if (playeringame[i])
|
|
||||||
{
|
|
||||||
SetPlayerSkinByNum(i, forcedskin);
|
|
||||||
|
|
||||||
// If it's me (or my brother), set appropriate skin value in cv_skin/cv_skin2
|
|
||||||
if (i == consoleplayer)
|
|
||||||
CV_StealthSet(&cv_skin, skins[forcedskin].name);
|
|
||||||
else if (i == secondarydisplayplayer)
|
|
||||||
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
triggerforcedskin = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
SetPlayerSkinByNum(consoleplayer, forcedskin);
|
|
||||||
CV_StealthSet(&cv_skin, skins[forcedskin].name);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1)
|
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1)
|
||||||
{
|
{
|
||||||
boolean notsame;
|
boolean notsame;
|
||||||
|
@ -1277,7 +1267,6 @@ static void SendNameAndColor2(void)
|
||||||
static void Got_NameAndColor(UINT8 **cp, INT32 playernum)
|
static void Got_NameAndColor(UINT8 **cp, INT32 playernum)
|
||||||
{
|
{
|
||||||
player_t *p = &players[playernum];
|
player_t *p = &players[playernum];
|
||||||
INT32 i;
|
|
||||||
char name[MAXPLAYERNAME+1];
|
char name[MAXPLAYERNAME+1];
|
||||||
UINT8 color, skin;
|
UINT8 color, skin;
|
||||||
|
|
||||||
|
@ -1343,26 +1332,6 @@ static void Got_NameAndColor(UINT8 **cp, INT32 playernum)
|
||||||
if (cv_forceskin.value >= 0 && (netgame || multiplayer)) // Server wants everyone to use the same player
|
if (cv_forceskin.value >= 0 && (netgame || multiplayer)) // Server wants everyone to use the same player
|
||||||
{
|
{
|
||||||
const INT32 forcedskin = cv_forceskin.value;
|
const INT32 forcedskin = cv_forceskin.value;
|
||||||
|
|
||||||
if (triggerforcedskin)
|
|
||||||
{
|
|
||||||
for (i = 0; i < MAXPLAYERS; i++)
|
|
||||||
{
|
|
||||||
if (playeringame[i])
|
|
||||||
{
|
|
||||||
SetPlayerSkinByNum(i, forcedskin);
|
|
||||||
|
|
||||||
// If it's me (or my brother), set appropriate skin value in cv_skin/cv_skin2
|
|
||||||
if (i == consoleplayer)
|
|
||||||
CV_StealthSet(&cv_skin, skins[forcedskin].name);
|
|
||||||
else if (i == secondarydisplayplayer)
|
|
||||||
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
triggerforcedskin = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
SetPlayerSkinByNum(playernum, forcedskin);
|
SetPlayerSkinByNum(playernum, forcedskin);
|
||||||
|
|
||||||
if (playernum == consoleplayer)
|
if (playernum == consoleplayer)
|
||||||
|
@ -1370,7 +1339,6 @@ static void Got_NameAndColor(UINT8 **cp, INT32 playernum)
|
||||||
else if (playernum == secondarydisplayplayer)
|
else if (playernum == secondarydisplayplayer)
|
||||||
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
|
CV_StealthSet(&cv_skin2, skins[forcedskin].name);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
else
|
else
|
||||||
SetPlayerSkinByNum(playernum, skin);
|
SetPlayerSkinByNum(playernum, skin);
|
||||||
}
|
}
|
||||||
|
@ -4179,21 +4147,27 @@ static void ForceSkin_OnChange(void)
|
||||||
if ((server || adminplayer == consoleplayer) && (cv_forceskin.value < -1 || cv_forceskin.value >= numskins))
|
if ((server || adminplayer == consoleplayer) && (cv_forceskin.value < -1 || cv_forceskin.value >= numskins))
|
||||||
{
|
{
|
||||||
if (cv_forceskin.value == -2)
|
if (cv_forceskin.value == -2)
|
||||||
CV_StealthSetValue(&cv_forceskin, numskins-1);
|
CV_SetValue(&cv_forceskin, numskins-1);
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// hack because I can't restrict this and still allow added skins to be used with forceskin.
|
// hack because I can't restrict this and still allow added skins to be used with forceskin.
|
||||||
if (!menuactive)
|
if (!menuactive)
|
||||||
CONS_Printf(M_GetText("Valid skin numbers are 0 to %d (-1 disables)\n"), numskins - 1);
|
CONS_Printf(M_GetText("Valid skin numbers are 0 to %d (-1 disables)\n"), numskins - 1);
|
||||||
CV_SetValue(&cv_forceskin, -1);
|
CV_SetValue(&cv_forceskin, -1);
|
||||||
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if (cv_forceskin.value >= 0 && (netgame || multiplayer)) // NOT in SP, silly!
|
// NOT in SP, silly!
|
||||||
|
if (!(netgame || multiplayer))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (cv_forceskin.value < 0)
|
||||||
|
CONS_Printf("The server has lifted the forced skin restrictions.\n");
|
||||||
|
else
|
||||||
{
|
{
|
||||||
triggerforcedskin = true;
|
CONS_Printf("The server is restricting all players to skin \"%s\".\n",skins[cv_forceskin.value].name);
|
||||||
SendNameAndColor(); // have it take effect immediately
|
ForceAllSkins(cv_forceskin.value);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -144,8 +144,8 @@ extern FILE *logstream;
|
||||||
#define VERSIONSTRING "Trunk"
|
#define VERSIONSTRING "Trunk"
|
||||||
#else
|
#else
|
||||||
#define VERSION 201 // Game version
|
#define VERSION 201 // Game version
|
||||||
#define SUBVERSION 5 // more precise version number
|
#define SUBVERSION 6 // more precise version number
|
||||||
#define VERSIONSTRING "v2.1.5"
|
#define VERSIONSTRING "v2.1.6"
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Modification options
|
// Modification options
|
||||||
|
@ -201,7 +201,7 @@ extern FILE *logstream;
|
||||||
// it's only for detection of the version the player is using so the MS can alert them of an update.
|
// it's only for detection of the version the player is using so the MS can alert them of an update.
|
||||||
// Only set it higher, not lower, obviously.
|
// Only set it higher, not lower, obviously.
|
||||||
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
|
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
|
||||||
#define MODVERSION 10
|
#define MODVERSION 11
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1096,9 +1096,6 @@ void F_StartCredits(void)
|
||||||
CON_ClearHUD();
|
CON_ClearHUD();
|
||||||
S_StopMusic();
|
S_StopMusic();
|
||||||
|
|
||||||
if (!modifiedgame && (M_SecretUnlocked(SECRET_PANDORA)) && ALL7EMERALDS(emeralds))
|
|
||||||
S_ChangeMusic(mus_mapl4m, false);
|
|
||||||
else
|
|
||||||
S_ChangeMusic(mus_credit, false);
|
S_ChangeMusic(mus_credit, false);
|
||||||
|
|
||||||
finalecount = 0;
|
finalecount = 0;
|
||||||
|
|
|
@ -1624,7 +1624,7 @@ boolean G_Responder(event_t *ev)
|
||||||
&& (players[consoleplayer].pflags & PF_TAGIT) != (players[displayplayer].pflags & PF_TAGIT))
|
&& (players[consoleplayer].pflags & PF_TAGIT) != (players[displayplayer].pflags & PF_TAGIT))
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
else if (G_RingSlingerGametype())
|
else if (G_GametypeHasSpectators() && G_RingSlingerGametype())
|
||||||
{
|
{
|
||||||
if (!players[consoleplayer].spectator)
|
if (!players[consoleplayer].spectator)
|
||||||
continue;
|
continue;
|
||||||
|
|
|
@ -179,17 +179,37 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
|
||||||
if (option & V_NOSCALESTART)
|
if (option & V_NOSCALESTART)
|
||||||
sdupx = sdupy = 2.0f;
|
sdupx = sdupy = 2.0f;
|
||||||
|
|
||||||
|
if (option & V_FLIP) // Need to flip both this and sow
|
||||||
|
{
|
||||||
|
v[0].x = v[3].x = (cx*sdupx-(gpatch->width-gpatch->leftoffset)*pdupx)/vid.width - 1;
|
||||||
|
v[2].x = v[1].x = (cx*sdupx+gpatch->leftoffset*pdupx)/vid.width - 1;
|
||||||
|
v[0].y = v[1].y = 1-(cy*sdupy-gpatch->topoffset*pdupy)/vid.height;
|
||||||
|
v[2].y = v[3].y = 1-(cy*sdupy+(gpatch->height-gpatch->topoffset)*pdupy)/vid.height;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
v[0].x = v[3].x = (cx*sdupx-gpatch->leftoffset*pdupx)/vid.width - 1;
|
v[0].x = v[3].x = (cx*sdupx-gpatch->leftoffset*pdupx)/vid.width - 1;
|
||||||
v[2].x = v[1].x = (cx*sdupx+(gpatch->width-gpatch->leftoffset)*pdupx)/vid.width - 1;
|
v[2].x = v[1].x = (cx*sdupx+(gpatch->width-gpatch->leftoffset)*pdupx)/vid.width - 1;
|
||||||
v[0].y = v[1].y = 1-(cy*sdupy-gpatch->topoffset*pdupy)/vid.height;
|
v[0].y = v[1].y = 1-(cy*sdupy-gpatch->topoffset*pdupy)/vid.height;
|
||||||
v[2].y = v[3].y = 1-(cy*sdupy+(gpatch->height-gpatch->topoffset)*pdupy)/vid.height;
|
v[2].y = v[3].y = 1-(cy*sdupy+(gpatch->height-gpatch->topoffset)*pdupy)/vid.height;
|
||||||
|
}
|
||||||
|
|
||||||
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
|
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
|
||||||
|
|
||||||
|
if (option & V_FLIP)
|
||||||
|
{
|
||||||
|
v[0].sow = v[3].sow = gpatch->max_s;
|
||||||
|
v[2].sow = v[1].sow = 0.0f;
|
||||||
|
v[0].tow = v[1].tow = 0.0f;
|
||||||
|
v[2].tow = v[3].tow = gpatch->max_t;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
v[0].sow = v[3].sow = 0.0f;
|
v[0].sow = v[3].sow = 0.0f;
|
||||||
v[2].sow = v[1].sow = gpatch->max_s;
|
v[2].sow = v[1].sow = gpatch->max_s;
|
||||||
v[0].tow = v[1].tow = 0.0f;
|
v[0].tow = v[1].tow = 0.0f;
|
||||||
v[2].tow = v[3].tow = gpatch->max_t;
|
v[2].tow = v[3].tow = gpatch->max_t;
|
||||||
|
}
|
||||||
|
|
||||||
flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest;
|
flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest;
|
||||||
|
|
||||||
|
|
|
@ -401,6 +401,12 @@ UINT32 HWR_Lighting(INT32 light, UINT32 color, UINT32 fadecolor, boolean fogbloc
|
||||||
|
|
||||||
(void)fogblockpoly;
|
(void)fogblockpoly;
|
||||||
|
|
||||||
|
// Don't go out of bounds
|
||||||
|
if (light < 0)
|
||||||
|
light = 0;
|
||||||
|
else if (light > 255)
|
||||||
|
light = 255;
|
||||||
|
|
||||||
realcolor.rgba = color;
|
realcolor.rgba = color;
|
||||||
fogcolor.rgba = fadecolor;
|
fogcolor.rgba = fadecolor;
|
||||||
|
|
||||||
|
@ -488,6 +494,12 @@ static UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color, UINT32 fadecolor) // L
|
||||||
RGBA_t realcolor, fogcolor, surfcolor;
|
RGBA_t realcolor, fogcolor, surfcolor;
|
||||||
INT32 alpha, fogalpha;
|
INT32 alpha, fogalpha;
|
||||||
|
|
||||||
|
// Don't go out of bounds
|
||||||
|
if (light < 0)
|
||||||
|
light = 0;
|
||||||
|
else if (light > 255)
|
||||||
|
light = 255;
|
||||||
|
|
||||||
realcolor.rgba = color;
|
realcolor.rgba = color;
|
||||||
fogcolor.rgba = fadecolor;
|
fogcolor.rgba = fadecolor;
|
||||||
|
|
||||||
|
@ -716,28 +728,28 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (psector->extra_colormap)
|
if (psector->extra_colormap)
|
||||||
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel),psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true);
|
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true);
|
||||||
else
|
else
|
||||||
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel),NORMALFOG,FADEFOG, false, true);
|
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel),NORMALFOG,FADEFOG, false, true);
|
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
|
||||||
|
|
||||||
#endif // NOPE
|
#endif // NOPE
|
||||||
|
|
||||||
if (planecolormap)
|
if (planecolormap)
|
||||||
{
|
{
|
||||||
if (fogplane)
|
if (fogplane)
|
||||||
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), planecolormap->rgba, planecolormap->fadergba, true, false);
|
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, true, false);
|
||||||
else
|
else
|
||||||
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), planecolormap->rgba, planecolormap->fadergba, false, true);
|
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (fogplane)
|
if (fogplane)
|
||||||
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, true, false);
|
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false);
|
||||||
else
|
else
|
||||||
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, false, true);
|
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (PolyFlags & PF_Translucent)
|
if (PolyFlags & PF_Translucent)
|
||||||
|
@ -971,11 +983,11 @@ static void HWR_ProjectWall(wallVert3D * wallVerts,
|
||||||
|
|
||||||
if (wallcolormap)
|
if (wallcolormap)
|
||||||
{
|
{
|
||||||
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), wallcolormap->rgba, wallcolormap->fadergba, false, false);
|
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, false, false);
|
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
HWD.pfnDrawPolygon(pSurf, trVerts, 4, blendmode|PF_Modulated|PF_Occlude|PF_Clip);
|
HWD.pfnDrawPolygon(pSurf, trVerts, 4, blendmode|PF_Modulated|PF_Occlude|PF_Clip);
|
||||||
|
@ -3329,7 +3341,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
|
||||||
if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
|
if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
|
||||||
{
|
{
|
||||||
sector_t *sector = spr->mobj->subsector->sector;
|
sector_t *sector = spr->mobj->subsector->sector;
|
||||||
UINT8 lightlevel = LightLevelToLum(sector->lightlevel);
|
UINT8 lightlevel = sector->lightlevel;
|
||||||
extracolormap_t *colormap = sector->extra_colormap;
|
extracolormap_t *colormap = sector->extra_colormap;
|
||||||
|
|
||||||
if (sector->numlights)
|
if (sector->numlights)
|
||||||
|
@ -3337,16 +3349,16 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
|
||||||
INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
|
INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
|
||||||
|
|
||||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||||
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
|
lightlevel = *sector->lightlist[light].lightlevel;
|
||||||
else
|
else
|
||||||
lightlevel = LightLevelToLum(255);
|
lightlevel = 255;
|
||||||
|
|
||||||
if (sector->lightlist[light].extra_colormap)
|
if (sector->lightlist[light].extra_colormap)
|
||||||
colormap = sector->lightlist[light].extra_colormap;
|
colormap = sector->lightlist[light].extra_colormap;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
lightlevel = LightLevelToLum(sector->lightlevel);
|
lightlevel = sector->lightlevel;
|
||||||
|
|
||||||
if (sector->extra_colormap)
|
if (sector->extra_colormap)
|
||||||
colormap = sector->extra_colormap;
|
colormap = sector->extra_colormap;
|
||||||
|
@ -3379,7 +3391,7 @@ noshadow:
|
||||||
// colormap test
|
// colormap test
|
||||||
{
|
{
|
||||||
sector_t *sector = spr->mobj->subsector->sector;
|
sector_t *sector = spr->mobj->subsector->sector;
|
||||||
UINT8 lightlevel = LightLevelToLum(sector->lightlevel);
|
UINT8 lightlevel = sector->lightlevel;
|
||||||
extracolormap_t *colormap = sector->extra_colormap;
|
extracolormap_t *colormap = sector->extra_colormap;
|
||||||
|
|
||||||
if (sector->numlights)
|
if (sector->numlights)
|
||||||
|
@ -3389,9 +3401,9 @@ noshadow:
|
||||||
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
|
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
|
||||||
|
|
||||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||||
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
|
lightlevel = *sector->lightlist[light].lightlevel;
|
||||||
else
|
else
|
||||||
lightlevel = LightLevelToLum(255);
|
lightlevel = 255;
|
||||||
|
|
||||||
if (sector->lightlist[light].extra_colormap)
|
if (sector->lightlist[light].extra_colormap)
|
||||||
colormap = sector->lightlist[light].extra_colormap;
|
colormap = sector->lightlist[light].extra_colormap;
|
||||||
|
@ -3399,16 +3411,16 @@ noshadow:
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||||
lightlevel = LightLevelToLum(sector->lightlevel);
|
lightlevel = sector->lightlevel;
|
||||||
else
|
else
|
||||||
lightlevel = LightLevelToLum(255);
|
lightlevel = 255;
|
||||||
|
|
||||||
if (sector->extra_colormap)
|
if (sector->extra_colormap)
|
||||||
colormap = sector->extra_colormap;
|
colormap = sector->extra_colormap;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (spr->mobj->frame & FF_FULLBRIGHT)
|
if (spr->mobj->frame & FF_FULLBRIGHT)
|
||||||
lightlevel = LightLevelToLum(255);
|
lightlevel = 255;
|
||||||
|
|
||||||
if (colormap)
|
if (colormap)
|
||||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
|
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
|
||||||
|
@ -3908,7 +3920,7 @@ static void HWR_AddSprites(sector_t *sec)
|
||||||
sec->validcount = validcount;
|
sec->validcount = validcount;
|
||||||
|
|
||||||
// sprite lighting
|
// sprite lighting
|
||||||
sectorlight = LightLevelToLum(sec->lightlevel & 0xff);
|
sectorlight = sec->lightlevel & 0xff;
|
||||||
|
|
||||||
// Handle all things in sector.
|
// Handle all things in sector.
|
||||||
// If a limit exists, handle things a tiny bit different.
|
// If a limit exists, handle things a tiny bit different.
|
||||||
|
@ -5182,16 +5194,16 @@ static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIE
|
||||||
if (wallcolormap)
|
if (wallcolormap)
|
||||||
{
|
{
|
||||||
if (fogwall)
|
if (fogwall)
|
||||||
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), wallcolormap->rgba, wallcolormap->fadergba, true, false);
|
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, true, false);
|
||||||
else
|
else
|
||||||
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), wallcolormap->rgba, wallcolormap->fadergba, false, false);
|
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (fogwall)
|
if (fogwall)
|
||||||
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, true, false);
|
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false);
|
||||||
else
|
else
|
||||||
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, false, false);
|
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
pSurf->FlatColor.s.alpha = alpha; // put the alpha back after lighting
|
pSurf->FlatColor.s.alpha = alpha; // put the alpha back after lighting
|
||||||
|
|
|
@ -1082,7 +1082,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
||||||
// colormap test
|
// colormap test
|
||||||
{
|
{
|
||||||
sector_t *sector = spr->mobj->subsector->sector;
|
sector_t *sector = spr->mobj->subsector->sector;
|
||||||
UINT8 lightlevel = LightLevelToLum(sector->lightlevel);
|
UINT8 lightlevel = sector->lightlevel;
|
||||||
extracolormap_t *colormap = sector->extra_colormap;
|
extracolormap_t *colormap = sector->extra_colormap;
|
||||||
|
|
||||||
if (sector->numlights)
|
if (sector->numlights)
|
||||||
|
@ -1092,9 +1092,9 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
||||||
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
|
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
|
||||||
|
|
||||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||||
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
|
lightlevel = *sector->lightlist[light].lightlevel;
|
||||||
else
|
else
|
||||||
lightlevel = LightLevelToLum(255);
|
lightlevel = 255;
|
||||||
|
|
||||||
if (sector->lightlist[light].extra_colormap)
|
if (sector->lightlist[light].extra_colormap)
|
||||||
colormap = sector->lightlist[light].extra_colormap;
|
colormap = sector->lightlist[light].extra_colormap;
|
||||||
|
@ -1102,16 +1102,16 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||||
lightlevel = LightLevelToLum(sector->lightlevel);
|
lightlevel = sector->lightlevel;
|
||||||
else
|
else
|
||||||
lightlevel = LightLevelToLum(255);
|
lightlevel = 255;
|
||||||
|
|
||||||
if (sector->extra_colormap)
|
if (sector->extra_colormap)
|
||||||
colormap = sector->extra_colormap;
|
colormap = sector->extra_colormap;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (spr->mobj->frame & FF_FULLBRIGHT)
|
if (spr->mobj->frame & FF_FULLBRIGHT)
|
||||||
lightlevel = LightLevelToLum(255);
|
lightlevel = 255;
|
||||||
|
|
||||||
if (colormap)
|
if (colormap)
|
||||||
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
|
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
|
||||||
|
|
|
@ -888,7 +888,7 @@ void HWR_CorrectSWTricks(void)
|
||||||
if (sider->bottomtexture == 0)
|
if (sider->bottomtexture == 0)
|
||||||
{
|
{
|
||||||
if (sider->midtexture == 0)
|
if (sider->midtexture == 0)
|
||||||
sider->bottomtexture = R_TextureNumForName("REDWALL"); // Tails
|
sider->bottomtexture = 0; // Tails // More redwall sky shenanigans
|
||||||
else
|
else
|
||||||
sider->bottomtexture = sider->midtexture;
|
sider->bottomtexture = sider->midtexture;
|
||||||
}
|
}
|
||||||
|
@ -899,7 +899,7 @@ void HWR_CorrectSWTricks(void)
|
||||||
if (sidel->bottomtexture == 0)
|
if (sidel->bottomtexture == 0)
|
||||||
{
|
{
|
||||||
if (sidel->midtexture == 0)
|
if (sidel->midtexture == 0)
|
||||||
sidel->bottomtexture = R_TextureNumForName("REDWALL"); // Tails
|
sidel->bottomtexture = 0; // Tails // More redwall sky shenanigans
|
||||||
else
|
else
|
||||||
sidel->bottomtexture = sidel->midtexture;
|
sidel->bottomtexture = sidel->midtexture;
|
||||||
}
|
}
|
||||||
|
|
|
@ -200,7 +200,7 @@ static int libd_patchExists(lua_State *L)
|
||||||
if (!hud_running)
|
if (!hud_running)
|
||||||
return luaL_error(L, "HUD rendering code should not be called outside of rendering hooks!");
|
return luaL_error(L, "HUD rendering code should not be called outside of rendering hooks!");
|
||||||
|
|
||||||
lua_pushboolean(L, W_CheckNumForName(luaL_checkstring(L, 1)) != LUMPERROR);
|
lua_pushboolean(L, W_LumpExists(luaL_checkstring(L, 1)));
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -296,7 +296,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
||||||
}
|
}
|
||||||
|
|
||||||
if (((toucher->player->pflags & PF_NIGHTSMODE) && (toucher->player->pflags & PF_DRILLING))
|
if (((toucher->player->pflags & PF_NIGHTSMODE) && (toucher->player->pflags & PF_DRILLING))
|
||||||
|| (toucher->player->pflags & (PF_JUMPED|PF_SPINNING))
|
|| (toucher->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
|
||||||
|| toucher->player->powers[pw_invulnerability] || toucher->player->powers[pw_super]) // Do you possess the ability to subdue the object?
|
|| toucher->player->powers[pw_invulnerability] || toucher->player->powers[pw_super]) // Do you possess the ability to subdue the object?
|
||||||
{
|
{
|
||||||
if (P_MobjFlip(toucher)*toucher->momz < 0)
|
if (P_MobjFlip(toucher)*toucher->momz < 0)
|
||||||
|
@ -339,7 +339,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
||||||
P_DamageMobj(toucher, special, special, 1);
|
P_DamageMobj(toucher, special, special, 1);
|
||||||
}
|
}
|
||||||
else if (((toucher->player->pflags & PF_NIGHTSMODE) && (toucher->player->pflags & PF_DRILLING))
|
else if (((toucher->player->pflags & PF_NIGHTSMODE) && (toucher->player->pflags & PF_DRILLING))
|
||||||
|| (toucher->player->pflags & (PF_JUMPED|PF_SPINNING))
|
|| (toucher->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
|
||||||
|| toucher->player->powers[pw_invulnerability] || toucher->player->powers[pw_super]) // Do you possess the ability to subdue the object?
|
|| toucher->player->powers[pw_invulnerability] || toucher->player->powers[pw_super]) // Do you possess the ability to subdue the object?
|
||||||
{
|
{
|
||||||
if (P_MobjFlip(toucher)*toucher->momz < 0)
|
if (P_MobjFlip(toucher)*toucher->momz < 0)
|
||||||
|
@ -1295,7 +1295,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
||||||
S_StartSound(toucher, special->info->painsound);
|
S_StartSound(toucher, special->info->painsound);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else if (((toucher->player->pflags & PF_NIGHTSMODE) && (toucher->player->pflags & PF_DRILLING)) || (toucher->player->pflags & PF_JUMPED) || (toucher->player->pflags & PF_SPINNING)
|
else if (((toucher->player->pflags & PF_NIGHTSMODE) && (toucher->player->pflags & PF_DRILLING)) || (toucher->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
|
||||||
|| toucher->player->powers[pw_invulnerability] || toucher->player->powers[pw_super]) // Do you possess the ability to subdue the object?
|
|| toucher->player->powers[pw_invulnerability] || toucher->player->powers[pw_super]) // Do you possess the ability to subdue the object?
|
||||||
{
|
{
|
||||||
// Shatter the shield!
|
// Shatter the shield!
|
||||||
|
@ -2649,12 +2649,13 @@ void P_RemoveShield(player_t *player)
|
||||||
|
|
||||||
static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage)
|
static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage)
|
||||||
{
|
{
|
||||||
|
// Must do pain first to set flashing -- P_RemoveShield can cause damage
|
||||||
|
P_DoPlayerPain(player, source, inflictor);
|
||||||
|
|
||||||
P_RemoveShield(player);
|
P_RemoveShield(player);
|
||||||
|
|
||||||
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
|
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
|
||||||
|
|
||||||
P_DoPlayerPain(player, source, inflictor);
|
|
||||||
|
|
||||||
if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // spikes
|
if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // spikes
|
||||||
S_StartSound(player->mo, sfx_spkdth);
|
S_StartSound(player->mo, sfx_spkdth);
|
||||||
else
|
else
|
||||||
|
|
|
@ -1069,7 +1069,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
||||||
tmsprung = true;
|
tmsprung = true;
|
||||||
}
|
}
|
||||||
else if (thing->flags & MF_MONITOR
|
else if (thing->flags & MF_MONITOR
|
||||||
&& ((tmthing->player->pflags & PF_JUMPED) || (tmthing->player->pflags & PF_SPINNING)))
|
&& tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING))
|
||||||
{
|
{
|
||||||
boolean flip = (thing->eflags & MFE_VERTICALFLIP) != 0; // Save this flag in case monitor gets removed.
|
boolean flip = (thing->eflags & MFE_VERTICALFLIP) != 0; // Save this flag in case monitor gets removed.
|
||||||
fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;;
|
fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;;
|
||||||
|
|
|
@ -6529,7 +6529,7 @@ void P_MobjThinker(mobj_t *mobj)
|
||||||
if (players[consoleplayer].ctfteam == 1)
|
if (players[consoleplayer].ctfteam == 1)
|
||||||
S_StartSound(NULL, sfx_hoop1);
|
S_StartSound(NULL, sfx_hoop1);
|
||||||
|
|
||||||
redflag = NULL;
|
redflag = flagmo;
|
||||||
}
|
}
|
||||||
else // MT_BLUEFLAG
|
else // MT_BLUEFLAG
|
||||||
{
|
{
|
||||||
|
@ -6539,7 +6539,7 @@ void P_MobjThinker(mobj_t *mobj)
|
||||||
if (players[consoleplayer].ctfteam == 2)
|
if (players[consoleplayer].ctfteam == 2)
|
||||||
S_StartSound(NULL, sfx_hoop1);
|
S_StartSound(NULL, sfx_hoop1);
|
||||||
|
|
||||||
blueflag = NULL;
|
blueflag = flagmo;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
P_RemoveMobj(mobj);
|
P_RemoveMobj(mobj);
|
||||||
|
@ -9459,7 +9459,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
|
||||||
boolean P_CheckMissileSpawn(mobj_t *th)
|
boolean P_CheckMissileSpawn(mobj_t *th)
|
||||||
{
|
{
|
||||||
// move a little forward so an angle can be computed if it immediately explodes
|
// move a little forward so an angle can be computed if it immediately explodes
|
||||||
if (th->flags & MF_GRENADEBOUNCE) // hack: bad! should be a flag.
|
if (!(th->flags & MF_GRENADEBOUNCE)) // hack: bad! should be a flag.
|
||||||
{
|
{
|
||||||
th->x += th->momx>>1;
|
th->x += th->momx>>1;
|
||||||
th->y += th->momy>>1;
|
th->y += th->momy>>1;
|
||||||
|
|
41
src/p_user.c
41
src/p_user.c
|
@ -4071,8 +4071,17 @@ static void P_2dMovement(player_t *player)
|
||||||
if (player->exiting || player->pflags & PF_STASIS)
|
if (player->exiting || player->pflags & PF_STASIS)
|
||||||
{
|
{
|
||||||
cmd->forwardmove = cmd->sidemove = 0;
|
cmd->forwardmove = cmd->sidemove = 0;
|
||||||
if (player->pflags & PF_GLIDING && !player->skidtime)
|
if (player->pflags & PF_GLIDING)
|
||||||
|
{
|
||||||
|
if (!player->skidtime)
|
||||||
player->pflags &= ~PF_GLIDING;
|
player->pflags &= ~PF_GLIDING;
|
||||||
|
else if (player->exiting)
|
||||||
|
{
|
||||||
|
player->pflags &= ~PF_GLIDING;
|
||||||
|
P_SetPlayerMobjState(player->mo, S_PLAY_RUN1);
|
||||||
|
player->skidtime = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
if (player->pflags & PF_SPINNING && !player->exiting)
|
if (player->pflags & PF_SPINNING && !player->exiting)
|
||||||
{
|
{
|
||||||
player->pflags &= ~PF_SPINNING;
|
player->pflags &= ~PF_SPINNING;
|
||||||
|
@ -4255,8 +4264,17 @@ static void P_3dMovement(player_t *player)
|
||||||
if (player->exiting || player->pflags & PF_STASIS)
|
if (player->exiting || player->pflags & PF_STASIS)
|
||||||
{
|
{
|
||||||
cmd->forwardmove = cmd->sidemove = 0;
|
cmd->forwardmove = cmd->sidemove = 0;
|
||||||
if (player->pflags & PF_GLIDING && !player->skidtime)
|
if (player->pflags & PF_GLIDING)
|
||||||
|
{
|
||||||
|
if (!player->skidtime)
|
||||||
player->pflags &= ~PF_GLIDING;
|
player->pflags &= ~PF_GLIDING;
|
||||||
|
else if (player->exiting)
|
||||||
|
{
|
||||||
|
player->pflags &= ~PF_GLIDING;
|
||||||
|
P_SetPlayerMobjState(player->mo, S_PLAY_RUN1);
|
||||||
|
player->skidtime = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
if (player->pflags & PF_SPINNING && !player->exiting)
|
if (player->pflags & PF_SPINNING && !player->exiting)
|
||||||
{
|
{
|
||||||
player->pflags &= ~PF_SPINNING;
|
player->pflags &= ~PF_SPINNING;
|
||||||
|
@ -6184,9 +6202,24 @@ static void P_MovePlayer(player_t *player)
|
||||||
else if (G_GametypeHasTeams())
|
else if (G_GametypeHasTeams())
|
||||||
{
|
{
|
||||||
INT32 changeto = 0;
|
INT32 changeto = 0;
|
||||||
|
INT32 z, numplayersred = 0, numplayersblue = 0;
|
||||||
|
|
||||||
//find a team by score, or random if all else fails.
|
//find a team by num players, score, or random if all else fails.
|
||||||
if (bluescore > redscore)
|
for (z = 0; z < MAXPLAYERS; ++z)
|
||||||
|
if (playeringame[z])
|
||||||
|
{
|
||||||
|
if (players[z].ctfteam == 1)
|
||||||
|
++numplayersred;
|
||||||
|
else if (players[z].ctfteam == 2)
|
||||||
|
++numplayersblue;
|
||||||
|
}
|
||||||
|
// for z
|
||||||
|
|
||||||
|
if (numplayersblue > numplayersred)
|
||||||
|
changeto = 1;
|
||||||
|
else if (numplayersred > numplayersblue)
|
||||||
|
changeto = 2;
|
||||||
|
else if (bluescore > redscore)
|
||||||
changeto = 1;
|
changeto = 1;
|
||||||
else if (redscore > bluescore)
|
else if (redscore > bluescore)
|
||||||
changeto = 2;
|
changeto = 2;
|
||||||
|
|
|
@ -2390,6 +2390,12 @@ void R_InitSkins(void)
|
||||||
skin->spritedef.numframes = sprites[SPR_PLAY].numframes;
|
skin->spritedef.numframes = sprites[SPR_PLAY].numframes;
|
||||||
skin->spritedef.spriteframes = sprites[SPR_PLAY].spriteframes;
|
skin->spritedef.spriteframes = sprites[SPR_PLAY].spriteframes;
|
||||||
ST_LoadFaceGraphics(skin->face, skin->superface, 0);
|
ST_LoadFaceGraphics(skin->face, skin->superface, 0);
|
||||||
|
|
||||||
|
//MD2 for sonic doesn't want to load in Linux.
|
||||||
|
#ifdef HWRENDER
|
||||||
|
if (rendermode == render_opengl)
|
||||||
|
HWR_AddPlayerMD2(0);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
// returns true if the skin name is found (loaded from pwad)
|
// returns true if the skin name is found (loaded from pwad)
|
||||||
|
|
|
@ -229,7 +229,7 @@ void SCR_Startup(void)
|
||||||
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
|
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
|
||||||
|
|
||||||
#ifdef HWRENDER
|
#ifdef HWRENDER
|
||||||
if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions, not sure if it does anything in software
|
if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
|
||||||
#endif
|
#endif
|
||||||
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
|
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
|
||||||
|
|
||||||
|
@ -275,7 +275,7 @@ void SCR_Recalc(void)
|
||||||
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
|
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
|
||||||
|
|
||||||
#ifdef HWRENDER
|
#ifdef HWRENDER
|
||||||
if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions, not sure if it does anything in software
|
if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
|
||||||
#endif
|
#endif
|
||||||
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
|
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
|
||||||
|
|
||||||
|
|
|
@ -1214,7 +1214,7 @@
|
||||||
C01FCF4B08A954540054247B /* Debug */ = {
|
C01FCF4B08A954540054247B /* Debug */ = {
|
||||||
isa = XCBuildConfiguration;
|
isa = XCBuildConfiguration;
|
||||||
buildSettings = {
|
buildSettings = {
|
||||||
CURRENT_PROJECT_VERSION = 2.1.5;
|
CURRENT_PROJECT_VERSION = 2.1.6;
|
||||||
GCC_PREPROCESSOR_DEFINITIONS = (
|
GCC_PREPROCESSOR_DEFINITIONS = (
|
||||||
"$(inherited)",
|
"$(inherited)",
|
||||||
NORMALSRB2,
|
NORMALSRB2,
|
||||||
|
@ -1226,7 +1226,7 @@
|
||||||
C01FCF4C08A954540054247B /* Release */ = {
|
C01FCF4C08A954540054247B /* Release */ = {
|
||||||
isa = XCBuildConfiguration;
|
isa = XCBuildConfiguration;
|
||||||
buildSettings = {
|
buildSettings = {
|
||||||
CURRENT_PROJECT_VERSION = 2.1.5;
|
CURRENT_PROJECT_VERSION = 2.1.6;
|
||||||
GCC_ENABLE_FIX_AND_CONTINUE = NO;
|
GCC_ENABLE_FIX_AND_CONTINUE = NO;
|
||||||
GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
|
GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
|
||||||
GCC_PREPROCESSOR_DEFINITIONS = (
|
GCC_PREPROCESSOR_DEFINITIONS = (
|
||||||
|
|
|
@ -60,7 +60,9 @@ patch_t *superprefix[MAXSKINS]; // super face status patches
|
||||||
patch_t *sboscore; // Score logo
|
patch_t *sboscore; // Score logo
|
||||||
patch_t *sbotime; // Time logo
|
patch_t *sbotime; // Time logo
|
||||||
patch_t *sbocolon; // Colon for time
|
patch_t *sbocolon; // Colon for time
|
||||||
|
patch_t *sboperiod; // Period for time centiseconds
|
||||||
patch_t *livesback; // Lives icon background
|
patch_t *livesback; // Lives icon background
|
||||||
|
static patch_t *nrec_timer; // Timer for NiGHTS records
|
||||||
static patch_t *sborings;
|
static patch_t *sborings;
|
||||||
static patch_t *sboover;
|
static patch_t *sboover;
|
||||||
static patch_t *timeover;
|
static patch_t *timeover;
|
||||||
|
@ -255,6 +257,8 @@ void ST_LoadGraphics(void)
|
||||||
rrings = W_CachePatchName("RRINGS", PU_HUDGFX);
|
rrings = W_CachePatchName("RRINGS", PU_HUDGFX);
|
||||||
sbotime = W_CachePatchName("SBOTIME", PU_HUDGFX); // Time logo
|
sbotime = W_CachePatchName("SBOTIME", PU_HUDGFX); // Time logo
|
||||||
sbocolon = W_CachePatchName("SBOCOLON", PU_HUDGFX); // Colon for time
|
sbocolon = W_CachePatchName("SBOCOLON", PU_HUDGFX); // Colon for time
|
||||||
|
sboperiod = W_CachePatchName("SBOPERIO", PU_HUDGFX); // Period for time centiseconds
|
||||||
|
nrec_timer = W_CachePatchName("NGRTIMER", PU_HUDGFX); // Timer for NiGHTS
|
||||||
getall = W_CachePatchName("GETALL", PU_HUDGFX); // Special Stage HUD
|
getall = W_CachePatchName("GETALL", PU_HUDGFX); // Special Stage HUD
|
||||||
timeup = W_CachePatchName("TIMEUP", PU_HUDGFX); // Special Stage HUD
|
timeup = W_CachePatchName("TIMEUP", PU_HUDGFX); // Special Stage HUD
|
||||||
race1 = W_CachePatchName("RACE1", PU_HUDGFX);
|
race1 = W_CachePatchName("RACE1", PU_HUDGFX);
|
||||||
|
@ -634,7 +638,7 @@ static void ST_drawTime(void)
|
||||||
|
|
||||||
if (!splitscreen && (cv_timetic.value == 2 || modeattacking)) // there's not enough room for tics in splitscreen, don't even bother trying!
|
if (!splitscreen && (cv_timetic.value == 2 || modeattacking)) // there's not enough room for tics in splitscreen, don't even bother trying!
|
||||||
{
|
{
|
||||||
ST_DrawPatchFromHud(HUD_TIMETICCOLON, sbocolon); // Colon
|
ST_DrawPatchFromHud(HUD_TIMETICCOLON, sboperiod); // Period
|
||||||
ST_DrawPadNumFromHud(HUD_TICS, tictrn, 2); // Tics
|
ST_DrawPadNumFromHud(HUD_TICS, tictrn, 2); // Tics
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1201,7 +1205,34 @@ static void ST_drawNiGHTSHUD(void)
|
||||||
&& LUA_HudEnabled(hud_nightsscore)
|
&& LUA_HudEnabled(hud_nightsscore)
|
||||||
#endif
|
#endif
|
||||||
)
|
)
|
||||||
|
{
|
||||||
ST_DrawNightsOverlayNum(SCX(304), SCY(16), 0, stplyr->marescore, nightsnum, SKINCOLOR_STEELBLUE);
|
ST_DrawNightsOverlayNum(SCX(304), SCY(16), 0, stplyr->marescore, nightsnum, SKINCOLOR_STEELBLUE);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!stplyr->exiting
|
||||||
|
#ifdef HAVE_BLUA
|
||||||
|
// TODO give this its own section for Lua
|
||||||
|
&& LUA_HudEnabled(hud_nightsscore)
|
||||||
|
#endif
|
||||||
|
)
|
||||||
|
{
|
||||||
|
if (modeattacking == ATTACKING_NIGHTS)
|
||||||
|
{
|
||||||
|
INT32 maretime = max(stplyr->realtime - stplyr->marebegunat, 0);
|
||||||
|
|
||||||
|
ST_DrawOverlayPatch(SCX(298), SCY(180), W_CachePatchName("NGRTIMER", PU_HUDGFX));
|
||||||
|
ST_DrawPaddedOverlayNum(SCX(298), SCY(180), G_TicsToCentiseconds(maretime), 2);
|
||||||
|
ST_DrawOverlayPatch(SCX(274), SCY(180), sboperiod);
|
||||||
|
if (maretime < 60*TICRATE)
|
||||||
|
ST_DrawOverlayNum(SCX(274), SCY(180), G_TicsToSeconds(maretime));
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ST_DrawPaddedOverlayNum(SCX(274), SCY(180), G_TicsToSeconds(maretime), 2);
|
||||||
|
ST_DrawOverlayPatch(SCX(250), SCY(180), sbocolon);
|
||||||
|
ST_DrawOverlayNum(SCX(250), SCY(180), G_TicsToMinutes(maretime, true));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Ideya time remaining
|
// Ideya time remaining
|
||||||
if (!stplyr->exiting && stplyr->nightstime > 0
|
if (!stplyr->exiting && stplyr->nightstime > 0
|
||||||
|
|
|
@ -65,6 +65,7 @@ extern patch_t *tallnum[10];
|
||||||
extern patch_t *sboscore;
|
extern patch_t *sboscore;
|
||||||
extern patch_t *sbotime;
|
extern patch_t *sbotime;
|
||||||
extern patch_t *sbocolon;
|
extern patch_t *sbocolon;
|
||||||
|
extern patch_t *sboperiod;
|
||||||
extern patch_t *faceprefix[MAXSKINS]; // face status patches
|
extern patch_t *faceprefix[MAXSKINS]; // face status patches
|
||||||
extern patch_t *superprefix[MAXSKINS]; // super face status patches
|
extern patch_t *superprefix[MAXSKINS]; // super face status patches
|
||||||
extern patch_t *livesback;
|
extern patch_t *livesback;
|
||||||
|
|
|
@ -905,6 +905,14 @@ void V_DrawPatchFill(patch_t *pat)
|
||||||
INT32 dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
|
INT32 dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
|
||||||
INT32 x, y, pw = SHORT(pat->width) * dupz, ph = SHORT(pat->height) * dupz;
|
INT32 x, y, pw = SHORT(pat->width) * dupz, ph = SHORT(pat->height) * dupz;
|
||||||
|
|
||||||
|
#ifdef HWRENDER
|
||||||
|
if (rendermode == render_opengl)
|
||||||
|
{
|
||||||
|
pw = FixedMul(SHORT(pat->width)*FRACUNIT, vid.fdupx)>>FRACBITS;
|
||||||
|
ph = FixedMul(SHORT(pat->height)*FRACUNIT, vid.fdupy)>>FRACBITS;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
for (x = 0; x < vid.width; x += pw)
|
for (x = 0; x < vid.width; x += pw)
|
||||||
{
|
{
|
||||||
for (y = 0; y < vid.height; y += ph)
|
for (y = 0; y < vid.height; y += ph)
|
||||||
|
|
15
src/w_wad.c
15
src/w_wad.c
|
@ -660,6 +660,21 @@ lumpnum_t W_GetNumForName(const char *name)
|
||||||
return i;
|
return i;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Used by Lua. Case sensitive lump checking, quickly...
|
||||||
|
#include "fastcmp.h"
|
||||||
|
UINT8 W_LumpExists(const char *name)
|
||||||
|
{
|
||||||
|
INT32 i,j;
|
||||||
|
for (i = numwadfiles - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
lumpinfo_t *lump_p = wadfiles[i]->lumpinfo;
|
||||||
|
for (j = 0; j < wadfiles[i]->numlumps; ++j, ++lump_p)
|
||||||
|
if (fastcmp(lump_p->name,name))
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
size_t W_LumpLengthPwad(UINT16 wad, UINT16 lump)
|
size_t W_LumpLengthPwad(UINT16 wad, UINT16 lump)
|
||||||
{
|
{
|
||||||
if (!TestValidLump(wad, lump))
|
if (!TestValidLump(wad, lump))
|
||||||
|
|
|
@ -102,6 +102,7 @@ const char *W_CheckNameForNum(lumpnum_t lumpnum);
|
||||||
UINT16 W_CheckNumForNamePwad(const char *name, UINT16 wad, UINT16 startlump); // checks only in one pwad
|
UINT16 W_CheckNumForNamePwad(const char *name, UINT16 wad, UINT16 startlump); // checks only in one pwad
|
||||||
lumpnum_t W_CheckNumForName(const char *name);
|
lumpnum_t W_CheckNumForName(const char *name);
|
||||||
lumpnum_t W_GetNumForName(const char *name); // like W_CheckNumForName but I_Error on LUMPERROR
|
lumpnum_t W_GetNumForName(const char *name); // like W_CheckNumForName but I_Error on LUMPERROR
|
||||||
|
UINT8 W_LumpExists(const char *name); // Lua uses this.
|
||||||
|
|
||||||
size_t W_LumpLengthPwad(UINT16 wad, UINT16 lump);
|
size_t W_LumpLengthPwad(UINT16 wad, UINT16 lump);
|
||||||
size_t W_LumpLength(lumpnum_t lumpnum);
|
size_t W_LumpLength(lumpnum_t lumpnum);
|
||||||
|
|
|
@ -214,7 +214,7 @@ void Y_IntermissionDrawer(void)
|
||||||
{
|
{
|
||||||
V_DrawPaddedTallNum(hudinfo[HUD_TICS].x, hudinfo[HUD_TICS].y, V_SNAPTOLEFT,
|
V_DrawPaddedTallNum(hudinfo[HUD_TICS].x, hudinfo[HUD_TICS].y, V_SNAPTOLEFT,
|
||||||
G_TicsToCentiseconds(data.coop.tics), 2);
|
G_TicsToCentiseconds(data.coop.tics), 2);
|
||||||
V_DrawScaledPatch(hudinfo[HUD_TIMETICCOLON].x, hudinfo[HUD_TIMETICCOLON].y, V_SNAPTOLEFT, sbocolon);
|
V_DrawScaledPatch(hudinfo[HUD_TIMETICCOLON].x, hudinfo[HUD_TIMETICCOLON].y, V_SNAPTOLEFT, sboperiod);
|
||||||
}
|
}
|
||||||
|
|
||||||
V_DrawPaddedTallNum(hudinfo[HUD_SECONDS].x, hudinfo[HUD_SECONDS].y, V_SNAPTOLEFT,
|
V_DrawPaddedTallNum(hudinfo[HUD_SECONDS].x, hudinfo[HUD_SECONDS].y, V_SNAPTOLEFT,
|
||||||
|
|
Loading…
Reference in a new issue