Monster Iestyn
3d88ee9d55
Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway
2018-10-27 19:31:24 +01:00
Monster Iestyn
09eecd36b4
Hack to make sure even (extra)subsectors without planepolys have segs adjusted
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this fixes a crash in (old) GFZ2 at the ramp as a result of creating pv1/pv2. This probably means before pv1/pv2 there could have been some silly typecasting from vertex_t to polyvertex_t to get fixed vertex coords and such...
2018-10-27 19:29:45 +01:00
Monster Iestyn
90cfa5ef16
Make new pv1/pv2 seg pointers, so AdjustSeg doesn't modify the v1/v2 pointers directly anymore
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Yes I know they're void * in r_defs.h's seg_t definition, it's quicker than trying to figure out if including hardware/hw_glob.h is a good idea or not
2018-10-27 19:29:31 +01:00
Monster Iestyn
1cf2ce63c0
More optimising and otherwise fixing bizarre formatting in hw_trick.c
2018-10-27 18:58:05 +01:00
Monster Iestyn
2107aab666
Moved my added slope checks in hw_trick.c to isCeilingFloating/isFloorFloating
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I also optimised those two functions while I was there (why keep a "floating" variable when setting it to false guarantees the functions return false?)
2018-10-27 18:57:28 +01:00
Monster Iestyn
787d5b598d
gr_correcttricks fix: don't check if top/bottom textures are missing for sloped sectors, just ignore and cancel the hack
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This fixes GFZ2's mysterious flying flats at the ramp to the big room
2018-10-27 18:56:38 +01:00
Monster Iestyn
67a2922558
Ensure file is closed whenever MD2 reading errors happen
2018-10-27 18:53:38 +01:00
Monster Iestyn
b150e842fc
Add MD2_INDENT and MD2_VERSION so we can cleanly check that it's a valid MD2 from magic number/version
2018-10-27 18:53:18 +01:00
Monster Iestyn
29d8e34d03
Call V_DoPostProcessor only in software mode (it cancels itself in OGL anyway)
2018-10-27 18:52:34 +01:00
Monster Iestyn
9fb301ecb5
don't bother with inlining the function, on second thoughts
2018-10-27 16:47:56 +01:00
Monster Iestyn
bb3d850bbf
static the buffer, forgot to do this earlier
2018-10-27 16:27:00 +01:00
Monster Iestyn
e4e76f83c3
Use temporary buffer with a max size of 255 bytes instead of having Microsoft's FormatMessageA alloc one for us. Also, provide a fallback message in case no message was available for some reason
2018-10-27 16:09:14 +01:00
Monster Iestyn
3b39a25ade
Save the result of errno (aka WSAGetLastError() for WinSock) as soon as possible, to prevent anything in SOCK_GetNodeAddress resetting the value to 0 while trying to print the message for the error itself!
2018-10-27 15:49:04 +01:00
Monster Iestyn
ab38e6cebb
Creating a quick get_WSAErrorStr function to act as a wrapper for FormatMessageA so we can string-ify Winsock errors properly
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Untested!
2018-10-27 15:36:15 +01:00
Monster Iestyn
e95b54e64f
missed this ESLOPE-needed area from a few commits ago apparently :V
2018-10-21 20:35:14 +01:00
Monster Iestyn
772004d3fd
Fix editing slope xydirection with Lua
2018-10-21 18:25:13 +01:00
Monster Iestyn
3ec8743c1b
Fix up the ability to edit slope zdelta and zangle with Lua (zangle is untested as of writing)
2018-10-21 17:32:53 +01:00
Monster Iestyn
e15ed742c1
add ESLOPE ifdef checks around all the Lua slope support code that was there before I was involved
2018-10-21 16:27:54 +01:00
Monster Iestyn
bd0c187e68
Merge branch 'next' into lua-slopes
2018-10-21 16:03:48 +01:00
Monster Iestyn
10f9403619
Merge branch 'master' into next
2018-10-21 15:39:30 +01:00
Monster Iestyn
0e6c5cf342
Merge branch 'mapheader-lua-unarchive-hotfix' into 'master'
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mapheader lua unarchive hotfix
See merge request STJr/SRB2!302
2018-10-21 10:37:17 -04:00
Monster Iestyn
87afae9cf5
Fix unarchiving of mapheader_t userdata Lua variables
2018-10-21 15:15:54 +01:00
Monster Iestyn
efff869e6e
Add mobj.standingslope to Lua
2018-10-21 15:12:51 +01:00
Monster Iestyn
2ec4f2024f
Added support for pslope_t userdata variables in Lua archive/unarchive code
2018-10-21 15:00:07 +01:00
Monster Iestyn
9296aaa28c
zangle should be shifted down by ANGLETOFINESHIFT if we're to use FINETANGENT on it
2018-10-20 23:36:06 +01:00
Monster Iestyn
4edeeb6953
Add P_GetZAt to Lua
2018-10-20 21:08:59 +01:00
Steel Titanium
ea4ce70fde
Merge branch 'public-music-cleanup-st' into 'music-clean'
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Apply music code cleanup changes
See merge request SteelTitanium/SRB2!1
2018-10-20 14:12:58 -04:00
Monster Iestyn
61fa7026a1
add vector2 and vector3 userdata types to simplify getting a slope's o/d/normal
2018-10-20 19:00:37 +01:00
Steel Titanium
87d3552ff9
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2 into music-clean
2018-10-20 14:00:12 -04:00
Monster Iestyn
7d4e27937d
Merge branch 'next' into lua-slopes
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# Conflicts:
# src/lua_maplib.c
2018-10-20 18:31:06 +01:00
Monster Iestyn
d57c54f93b
Merge branch 'master' into next
2018-10-20 14:13:13 +01:00
Monster Iestyn
445a6737ea
Merge branch 'public-music-cleanup' into 'master'
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Music Code Cleanup
See merge request STJr/SRB2!278
2018-10-20 09:12:09 -04:00
mazmazz
cc0d1db9d8
Merge remote-tracking branch 'steeltitanium/music-clean' into test-public-music-cleanup
2018-10-19 23:56:56 -04:00
mazmazz
a288b95458
Merge remote-tracking branch 'public-gitlab/master' into public-music-cleanup
2018-10-19 22:04:26 -04:00
Monster Iestyn
29b242a5bd
Merge branch 'endgame-code-refactor-backport' into 'next'
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Endgame code refactor
See merge request STJr/SRB2!297
2018-10-19 17:31:19 -04:00
Monster Iestyn
fe2af34ee5
Merge branch 'master' into next
2018-10-14 20:49:35 +01:00
Monster Iestyn
423403eab5
Merge branch 'sound-handle-fix' into 'master'
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Handle fix for SDL Mixer
See merge request STJr/SRB2!301
2018-10-14 15:46:25 -04:00
Monster Iestyn
b720cb10dc
Merge branch 'pris_accurate-gif-delay' into 'master'
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More accurate GIF delay
See merge request STJr/SRB2!276
2018-10-14 15:44:33 -04:00
Monster Iestyn
b2f196d418
Merge branch 'no-doubling-texture-heights-plz-backport' into 'next'
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No doubling texture heights plz
See merge request STJr/SRB2!296
2018-10-14 15:43:57 -04:00
Monster Iestyn
cc7d9509f2
Merge branch 'mi-a-bit-of-cleanup-backport' into 'master'
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MI's unimportant code cleanup
See merge request STJr/SRB2!295
2018-10-14 15:43:32 -04:00
Sryder
3886888b30
Fix missing commas and missed interface
2018-10-14 10:14:07 +01:00
Sryder
6184f91dd3
Add an int to I_PlaySound to tell an interface which channel number SRB2 is using.
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I've voided this out on other sound interfaces than SDL Mixer ones because I'm both not sure whether they need it, and not sure how to make them work with it if they do.
2018-10-13 23:01:11 +01:00
Monster Iestyn
80cbad61c0
Do lightlist height stepping *after* the heights are used by the FOF rendering code, not before (yes, I caught that they remove a heightstep beforehand for FOFs, but that wasn't done for midtextures it seems?)
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Additionally add some macros for repeated slope end assignments and overflow tests
2018-10-13 18:57:40 +01:00
Monster Iestyn
bedfed2f00
Move shared code here instead of duplicating it for both dc_numlights and non-dc_numlights rendering code
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Also added a few comments, and include the out of range check in the "shared code" above
2018-10-13 15:37:11 +01:00
Steel Titanium
450b536147
Remove the condition in restartaudio command.
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No longer needed as S_RegisterSoundStuff will return early if in
dedicated mode.
2018-10-11 20:11:37 -04:00
Steel Titanium
b3faed190b
Move commands and console variable into s_sound.c
2018-10-11 16:29:43 -04:00
Monster Iestyn
feceaf6d30
Removed all code in Y_FollowIntermission that's already handled in G_AfterIntermission
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Only real difference here is that CEcho messages will always be cleared when going to credits/evaluation, but that's hardly a loss tbh.
2018-10-11 21:25:15 +01:00
Monster Iestyn
2bb7df5f49
G_ExitLevel tweak: Use HU_ClearCEcho() instead of HU_DoCEcho(""), the latter causes an empty line to appear in log.txt
2018-10-11 21:25:04 +01:00
Monster Iestyn
31f3f8b8e7
Moved Y_EndGame from y_inter.c/h to g_game.c/h, renamed it to G_EndGame
2018-10-11 21:24:53 +01:00
Monster Iestyn
c1d5c711a9
Be gone ye old texture hack
2018-10-11 21:08:25 +01:00