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https://github.com/DrBeef/Raze.git
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Merge branch 'master' into newrenderer2
This commit is contained in:
commit
a530dfbe35
9 changed files with 21 additions and 11 deletions
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@ -296,6 +296,9 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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code << defines;
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code << "\n$placeholder$"; // here the code can later add more needed #defines.
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code << "\n#define MAX_STREAM_DATA " << std::to_string(MAX_STREAM_DATA).c_str() << "\n";
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#ifdef NPOT_EMULATION
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code << "#define NPOT_EMULATION\n";
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#endif
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code << shaderBindings;
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FString placeholder = "\n";
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@ -38,6 +38,7 @@
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#include "raze_music.h"
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#include "filesystem.h"
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#include "printf.h"
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#include "raze_sound.h"
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FString gSkillNames[MAXSKILLS];
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FString gVolumeNames[MAXVOLUMES];
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@ -109,7 +110,8 @@ bool SetMusicForMap(const char* mapname, const char* music, bool namehack)
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{
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if (!stricmp(mapname, specials[i]))
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{
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// todo: store this properly.
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if (specialmusic.Size() <= i) specialmusic.Resize(i + 1);
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specialmusic[i] = music;
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return true;
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}
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}
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@ -127,7 +129,7 @@ bool SetMusicForMap(const char* mapname, const char* music, bool namehack)
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if (numMatches != 4 || toupper(b1) != 'E' || toupper(b2) != 'L')
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return false;
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index = FindMapByLevelNum(ep*100 + lev);
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index = FindMapByLevelNum(levelnum(ep - 1, lev - 1));
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}
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if (index != nullptr)
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@ -46,6 +46,7 @@
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static bool mus_blocked;
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static FString lastStartedMusic;
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TArray<FString> specialmusic;
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MusicAliasMap MusicAliases;
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MusicAliasMap LevelMusicAliases;
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@ -138,7 +139,8 @@ FileReader OpenMusic(const char* musicname)
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auto rfn = fileSystem.GetResourceFileName(fileSystem.GetFileContainer(lumpnum));
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auto rfbase = ExtractFileBase(rfn);
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FStringf aliasMusicname("music/%s/%s", rfbase.GetChars(), musicname);
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lumpnum = LookupMusic(aliasMusicname);
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int newlumpnum = LookupMusic(aliasMusicname);
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if (newlumpnum >= 0) lumpnum = newlumpnum;
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}
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if (lumpnum == -1)
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{
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@ -148,7 +150,7 @@ FileReader OpenMusic(const char* musicname)
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}
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if (lumpnum == -1 && (g_gameType & GAMEFLAG_SW))
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{
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// Some Shadow Warrioe distributions have the music in a subfolder named 'classic'. Check that, too.
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// Some Shadow Warrior distributions have the music in a subfolder named 'classic'. Check that, too.
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FStringf aliasMusicname("classic/music/%s", musicname);
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lumpnum = fileSystem.FindFile(aliasMusicname);
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}
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@ -6,6 +6,7 @@
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typedef TMap<FName, FName> MusicAliasMap;
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extern MusicAliasMap MusicAliases;
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extern TArray<FString> specialmusic;
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// Totally minimalistic interface - should be all the game modules need.
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void Mus_InitMusic();
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@ -142,7 +142,11 @@ int S_LookupSound(const char* fn)
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static const char * const sndformats[] = { "OGG", "FLAC", "WAV" };
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if (snd_extendedlookup)
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{
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int lump = fileSystem.FindFileWithExtensions(StripExtension(fn), sndformats, countof(sndformats));
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auto newfn = StripExtension(fn);
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int lump = fileSystem.FindFileWithExtensions(newfn, sndformats, countof(sndformats));
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if (lump >= 0) return lump;
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newfn = "sound/" + newfn;
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lump = fileSystem.FindFileWithExtensions(newfn, sndformats, countof(sndformats));
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if (lump >= 0) return lump;
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}
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return fileSystem.FindFile(fn);
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@ -840,7 +840,7 @@ public:
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clock += now - lastTime;
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if (clock == 0) clock = 1;
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}
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bool skiprequest = clock > 100'000'000 && inputState.CheckAllInput() && !processed;
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bool skiprequest = clock > 100'000'000 && inputState.CheckAllInput() && !processed && job.job->fadestate != DScreenJob::fadeout;
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lastTime = now;
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if (screenfade < 1.f && !M_Active())
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@ -848,7 +848,8 @@ public:
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float ms = (clock / 1'000'000) / job.job->fadetime;
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screenfade = clamp(ms, 0.f, 1.f);
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twod->SetScreenFade(screenfade);
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job.job->fadestate = DScreenJob::fadein;
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if (job.job->fadestate != DScreenJob::fadeout)
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job.job->fadestate = DScreenJob::fadein;
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}
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else
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{
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@ -65,7 +65,6 @@ inline DDukeActor* getSndActor(const void* source)
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return source ? &hittype[((spritetype*)source) - sprite] : nullptr;
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}
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TArray<FString> specialmusic;
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static FSoundID currentCommentarySound;
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static DDukeActor* currentCommentarySprite; // todo: GC this once actors become objects
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@ -74,8 +74,6 @@ void S_ParseDeveloperCommentary();
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void StopCommentary();
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bool StartCommentary(int tag, DDukeActor* sprnum);
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extern TArray<FString> specialmusic;
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END_DUKE_NS
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@ -695,7 +695,7 @@ private:
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void DisplayMinibarInventory(PLAYERp pp)
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{
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int InventoryBoxX = MINI_BAR_INVENTORY_BOX_X;
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int InventoryBoxY = MINI_BAR_INVENTORY_BOX_Y;
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int InventoryBoxY = MINI_BAR_INVENTORY_BOX_Y - 200;
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int InventoryXoff = 0;
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int InventoryYoff = 1;
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