mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-16 09:42:57 +00:00
Merge remote-tracking branch 'remotes/origin/master' into repeat-monitors
This commit is contained in:
commit
dcde68912a
10 changed files with 58 additions and 93 deletions
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@ -1132,6 +1132,10 @@ static void readlevelheader(MYFILE *f, INT32 num)
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}
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else if (fastcmp(word, "NEXTLEVEL"))
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{
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if (fastcmp(word2, "TITLE")) i = 1100;
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else if (fastcmp(word2, "EVALUATION")) i = 1101;
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else if (fastcmp(word2, "CREDITS")) i = 1102;
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else
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// Support using the actual map name,
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// i.e., Nextlevel = AB, Nextlevel = FZ, etc.
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@ -79,6 +79,7 @@ typedef struct gr_vissprite_s
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boolean vflip;
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//Hurdler: 25/04/2000: now support colormap in hardware mode
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UINT8 *colormap;
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INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
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} gr_vissprite_t;
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// --------
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@ -3998,6 +3998,7 @@ static void HWR_SortVisSprites(void)
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gr_vissprite_t *best = NULL;
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gr_vissprite_t unsorted;
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float bestdist;
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INT32 bestdispoffset;
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if (!gr_visspritecount)
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return;
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@ -4025,11 +4026,19 @@ static void HWR_SortVisSprites(void)
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for (i = 0; i < gr_visspritecount; i++)
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{
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bestdist = ZCLIP_PLANE-1;
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bestdispoffset = INT32_MAX;
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for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
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{
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if (ds->tz > bestdist)
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{
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bestdist = ds->tz;
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bestdispoffset = ds->dispoffset;
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best = ds;
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}
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// order visprites of same scale by dispoffset, smallest first
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else if (ds->tz == bestdist && ds->dispoffset < bestdispoffset)
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{
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bestdispoffset = ds->dispoffset;
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best = ds;
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}
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}
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@ -4653,6 +4662,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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#endif
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vis->x2 = tx;
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vis->tz = tz;
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vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
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vis->patchlumpnum = sprframe->lumppat[rot];
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vis->flip = flip;
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vis->mobj = thing;
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@ -4769,6 +4779,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
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vis->x1 = x1;
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vis->x2 = tx;
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vis->tz = tz;
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vis->dispoffset = 0; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
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vis->patchlumpnum = sprframe->lumppat[rot];
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vis->flip = flip;
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vis->mobj = (mobj_t *)thing;
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@ -7678,48 +7678,35 @@ void A_SetTargetsTarget(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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mobj_t *targetedmobj = NULL;
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thinker_t *th;
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mobj_t *mo2;
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mobj_t *oldtarg = NULL, *newtarg = NULL;
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_SetTargetsTarget", actor))
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return;
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#endif
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if ((!locvar1 && (!actor->target)) || (locvar1 && (!actor->tracer)))
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// actor's target
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if (locvar1) // or tracer
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oldtarg = actor->tracer;
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else
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oldtarg = actor->target;
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if (P_MobjWasRemoved(oldtarg))
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return;
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if ((!locvar1 && !locvar2 && (!actor->target->target))
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|| (!locvar1 && locvar2 && (!actor->target->tracer))
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|| (locvar1 && !locvar2 && (!actor->tracer->target))
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|| (locvar1 && locvar2 && (!actor->tracer->tracer)))
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return; // Don't search for nothing.
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// scan the thinkers
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if ((!locvar1 && !locvar2 && (mo2 == actor->target->target))
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|| (!locvar1 && locvar2 && (mo2 == actor->target->tracer))
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|| (locvar1 && !locvar2 && (mo2 == actor->tracer->target))
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|| (locvar1 && locvar2 && (mo2 == actor->tracer->tracer)))
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{
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targetedmobj = mo2;
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break;
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}
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}
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if (!targetedmobj)
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return; // Oops, nothing found..
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if (!locvar1)
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P_SetTarget(&actor->target, targetedmobj);
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// actor's target's target!
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if (locvar2) // or tracer
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newtarg = oldtarg->tracer;
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else
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P_SetTarget(&actor->tracer, targetedmobj);
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newtarg = oldtarg->target;
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if (P_MobjWasRemoved(newtarg))
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return;
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// set actor's new target
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if (locvar1) // or tracer
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P_SetTarget(&actor->tracer, newtarg);
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else
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P_SetTarget(&actor->target, newtarg);
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}
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// Function: A_SetObjectFlags
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26
src/p_mobj.c
26
src/p_mobj.c
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@ -5924,8 +5924,6 @@ static void P_NightsItemChase(mobj_t *thing)
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static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield)
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{
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fixed_t destx, desty;
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if (!thing->target || thing->target->health <= 0 || !thing->target->player
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|| (thing->target->player->powers[pw_shield] & SH_NOSTACK) == SH_NONE || thing->target->player->powers[pw_super]
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|| thing->target->player->powers[pw_invulnerability] > 1)
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@ -5950,26 +5948,6 @@ static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield)
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return false;
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}
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if (!splitscreen && rendermode != render_soft)
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{
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angle_t viewingangle;
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if (players[displayplayer].awayviewtics)
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viewingangle = R_PointToAngle2(thing->target->x, thing->target->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y);
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else if (!camera.chase && players[displayplayer].mo)
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viewingangle = R_PointToAngle2(thing->target->x, thing->target->y, players[displayplayer].mo->x, players[displayplayer].mo->y);
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else
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viewingangle = R_PointToAngle2(thing->target->x, thing->target->y, camera.x, camera.y);
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destx = thing->target->x + P_ReturnThrustX(thing->target, viewingangle, FixedMul(FRACUNIT, thing->scale));
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desty = thing->target->y + P_ReturnThrustY(thing->target, viewingangle, FixedMul(FRACUNIT, thing->scale));
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}
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else
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{
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destx = thing->target->x;
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desty = thing->target->y;
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}
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if (shield == SH_FORCE && thing->movecount != (thing->target->player->powers[pw_shield] & 0xFF))
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{
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thing->movecount = (thing->target->player->powers[pw_shield] & 0xFF);
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@ -5994,8 +5972,8 @@ static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield)
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P_SetScale(thing, thing->target->scale);
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P_UnsetThingPosition(thing);
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thing->x = destx;
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thing->y = desty;
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thing->x = thing->target->x;
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thing->y = thing->target->y;
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if (thing->eflags & MFE_VERTICALFLIP)
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thing->z = thing->target->z + thing->target->height - thing->height + FixedDiv(P_GetPlayerHeight(thing->target->player) - thing->target->height, 3*FRACUNIT) - FixedMul(2*FRACUNIT, thing->target->scale);
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else
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@ -46,14 +46,14 @@ static pslope_t *slopelist = NULL;
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static UINT16 slopecount = 0;
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// Calculate line normal
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void P_CalculateSlopeNormal(pslope_t *slope) {
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static void P_CalculateSlopeNormal(pslope_t *slope) {
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slope->normal.z = FINECOSINE(slope->zangle>>ANGLETOFINESHIFT);
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slope->normal.x = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x);
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slope->normal.y = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y);
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}
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// With a vertex slope that has its vertices set, configure relevant slope info
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void P_ReconfigureVertexSlope(pslope_t *slope)
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static void P_ReconfigureVertexSlope(pslope_t *slope)
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{
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vector3_t vec1, vec2;
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@ -543,7 +543,7 @@ void P_SpawnSlope_Line(int linenum)
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//
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// Creates a new slope from three vertices with the specified IDs
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//
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pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flags)
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static pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flags)
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{
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size_t i;
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mapthing_t *mt = mapthings;
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@ -29,9 +29,6 @@
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#define P_SLOPES_H__
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#ifdef ESLOPE
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void P_CalculateSlopeNormal(pslope_t *slope);
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void P_ReconfigureVertexSlope(pslope_t *slope);
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void P_ResetDynamicSlopes(void);
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void P_RunDynamicSlopes(void);
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// P_SpawnSlope_Line
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// sectors.
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void P_SpawnSlope_Line(int linenum);
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pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flags);
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#ifdef SPRINGCLEAN
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// Loads just map objects that make slopes,
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// terrain affecting objects have to be spawned first
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25
src/p_user.c
25
src/p_user.c
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@ -2115,30 +2115,7 @@ static void P_CheckInvincibilityTimer(player_t *player)
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player->mo->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
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else if (leveltime % (TICRATE/7) == 0)
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{
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fixed_t destx, desty;
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mobj_t *sparkle;
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if (!splitscreen && rendermode != render_soft)
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{
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angle_t viewingangle;
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if (players[displayplayer].awayviewtics)
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viewingangle = R_PointToAngle2(player->mo->x, player->mo->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y);
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else if (!camera.chase && players[displayplayer].mo)
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viewingangle = R_PointToAngle2(player->mo->x, player->mo->y, players[displayplayer].mo->x, players[displayplayer].mo->y);
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else
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viewingangle = R_PointToAngle2(player->mo->x, player->mo->y, camera.x, camera.y);
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destx = player->mo->x + P_ReturnThrustX(player->mo, viewingangle, FixedMul(FRACUNIT, player->mo->scale));
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desty = player->mo->y + P_ReturnThrustY(player->mo, viewingangle, FixedMul(FRACUNIT, player->mo->scale));
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}
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else
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{
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destx = player->mo->x;
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desty = player->mo->y;
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}
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sparkle = P_SpawnMobj(destx, desty, player->mo->z, MT_IVSP);
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mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP);
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sparkle->destscale = player->mo->scale;
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P_SetScale(sparkle, player->mo->scale);
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}
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@ -1266,7 +1266,8 @@ static void R_ProjectSprite(mobj_t *thing)
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vis = R_NewVisSprite();
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vis->heightsec = heightsec; //SoM: 3/17/2000
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vis->mobjflags = thing->flags;
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vis->scale = yscale + thing->info->dispoffset; //<<detailshift;
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vis->scale = yscale; //<<detailshift;
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vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15
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vis->gx = thing->x;
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vis->gy = thing->y;
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vis->gz = gz;
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@ -1482,6 +1483,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
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// store information in a vissprite
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vis = R_NewVisSprite();
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vis->scale = yscale; //<<detailshift;
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vis->dispoffset = 0; // Monster Iestyn: 23/11/15
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vis->gx = thing->x;
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vis->gy = thing->y;
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vis->gz = gz;
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@ -1633,6 +1635,7 @@ void R_SortVisSprites(void)
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vissprite_t *best = NULL;
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vissprite_t unsorted;
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fixed_t bestscale;
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INT32 bestdispoffset;
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if (!visspritecount)
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return;
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@ -1663,12 +1666,19 @@ void R_SortVisSprites(void)
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vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
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for (i = 0; i < visspritecount; i++)
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{
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bestscale = INT32_MAX;
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bestscale = bestdispoffset = INT32_MAX;
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for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
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{
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if (ds->scale < bestscale)
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{
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bestscale = ds->scale;
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bestdispoffset = ds->dispoffset;
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best = ds;
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}
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// order visprites of same scale by dispoffset, smallest first
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else if (ds->scale == bestscale && ds->dispoffset < bestdispoffset)
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{
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bestdispoffset = ds->dispoffset;
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best = ds;
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}
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}
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@ -1920,7 +1930,8 @@ static void R_CreateDrawNodes(void)
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if (r2->sprite->szt > rover->sz || r2->sprite->sz < rover->szt)
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continue;
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if (r2->sprite->scale > rover->scale)
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if (r2->sprite->scale > rover->scale
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|| (r2->sprite->scale == rover->scale && r2->sprite->dispoffset > rover->dispoffset))
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{
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entry = R_CreateDrawNode(NULL);
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(entry->prev = r2->prev)->next = entry;
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@ -162,6 +162,7 @@ typedef struct vissprite_s
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boolean precip;
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boolean vflip; // Flip vertically
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boolean isScaled;
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INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
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} vissprite_t;
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// A drawnode is something that points to a 3D floor, 3D side, or masked
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Loading…
Reference in a new issue