Also, don't stop playback cycling at the 10th demo and show the demo
number when beginning to record one.
git-svn-id: https://svn.eduke32.com/eduke32@3003 1a8010ca-5511-0410-912e-c29ae57300e0
This currently says that MP saving/loading isn't supported, but doesn't
really work correctly. Also, properly bound-check the immediate argument
to CON's 'save' command and one more ... -> G_HandleAsync().
git-svn-id: https://svn.eduke32.com/eduke32@2999 1a8010ca-5511-0410-912e-c29ae57300e0
... and use it in three places. In two of these uses,
1) CON {read,write}arrayfromfile and
2) G_SavePlayer,
display an error message if the file name such generated is too long.
In the CON commands of 1), also error out if the file couldn't be opened.
git-svn-id: https://svn.eduke32.com/eduke32@2997 1a8010ca-5511-0410-912e-c29ae57300e0
A macro MAYBE_FCLOSE_AND_NULL(fileptr) is introduced in compat.h that does
what it says.
git-svn-id: https://svn.eduke32.com/eduke32@2995 1a8010ca-5511-0410-912e-c29ae57300e0
This trims four 4k pages of code from the release EDuke32 build and
one page from Mapster32.
git-svn-id: https://svn.eduke32.com/eduke32@2991 1a8010ca-5511-0410-912e-c29ae57300e0
When this happens, parallaxmodes other than 0 will be unavailable and silently
draw as parallaxmode 0. This usually happens with extremely wide resolutions.
git-svn-id: https://svn.eduke32.com/eduke32@2990 1a8010ca-5511-0410-912e-c29ae57300e0
We're pulling stuff from math.h even in non-GL builds right now, so
adding libc's sin() and atan() doesn't seem like a big deal. In the
unlikely event that their accuracy is so bad that the calculated tables
don't match the original ones, a warning is issued on little-endian
platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2988 1a8010ca-5511-0410-912e-c29ae57300e0
This is one of the cases where the duplicated code has minor modifications
at each site. These are handled by function args here.
git-svn-id: https://svn.eduke32.com/eduke32@2983 1a8010ca-5511-0410-912e-c29ae57300e0
For reference, they are the following:
- cache1d.c: suckcache()
- build.c: compare_wall_coords()
- make switch-invisible heuristic
- Mapster32: old sprite search
- Mapster32: manual z range
- m32script: read/writearray, qgetsysstr
- menus.c: savetemp()
git-svn-id: https://svn.eduke32.com/eduke32@2981 1a8010ca-5511-0410-912e-c29ae57300e0
Playing around with Coccinelle's semantic patches... be prepared for more.
git-svn-id: https://svn.eduke32.com/eduke32@2979 1a8010ca-5511-0410-912e-c29ae57300e0
Well, this never worked anyway, but invoking demons flying out of your
nose is never a good idea.
git-svn-id: https://svn.eduke32.com/eduke32@2977 1a8010ca-5511-0410-912e-c29ae57300e0
Note that since setting RETURN did nothing before, there is no backwards compatibility to uphold. Therefore, setting RETURN to 1 will cause the pistol to be selected, not disable the event. Set RETURN to -1 to cancel switching.
git-svn-id: https://svn.eduke32.com/eduke32@2976 1a8010ca-5511-0410-912e-c29ae57300e0
1. EVENT_PREGAME
2. hardcoded stuff
3. EVENT_GAME
One potential use is to examine values which are clobbered by commands such as ifhitweapon/ifwasweapon.
git-svn-id: https://svn.eduke32.com/eduke32@2973 1a8010ca-5511-0410-912e-c29ae57300e0
The spawn-time SE 17 setup uses nextsectorneighborz() which can fail
(return -1) on some circumstances and would cause an OOB sector[] access.
git-svn-id: https://svn.eduke32.com/eduke32@2971 1a8010ca-5511-0410-912e-c29ae57300e0
This is mostly for debugging, since currently, Mapster32 restores sprites
not in the same order as the original sprite index order. Also, expose
this option from map2text.lua and mapdiff.sh.
git-svn-id: https://svn.eduke32.com/eduke32@2968 1a8010ca-5511-0410-912e-c29ae57300e0
This is really an artifact of overloading the sector fields for different uses.
For copy-pasting TROR'd portions, the bug still persists.
git-svn-id: https://svn.eduke32.com/eduke32@2963 1a8010ca-5511-0410-912e-c29ae57300e0
Basically, base palettes with lower indices trump higher ones. For example,
when one player is underwater and the other above, the normal palette takes
precedence.
git-svn-id: https://svn.eduke32.com/eduke32@2955 1a8010ca-5511-0410-912e-c29ae57300e0
Currently, the only kinds of tint that can be applied simultaneously are
one "palfrom" per player, plus one loogie tint per player. Each palfrom
still overrides the preceding one. However, this is not a big problem IMO
since palfroms decrease at the same rate (loogie tint decreases at half the
speed). This change is especially good for the splitscreen mod, since now
the tints of the two players won't compete with each other. See the comment
in the source for some properties of the blending formula.
git-svn-id: https://svn.eduke32.com/eduke32@2954 1a8010ca-5511-0410-912e-c29ae57300e0