And const them appropriately. Also remove #if 0'ed code related to an MSVC
pragma.
git-svn-id: https://svn.eduke32.com/eduke32@3451 1a8010ca-5511-0410-912e-c29ae57300e0
Meaning that only *ettsprite[THISACTOR] makes sense from CON. It did before
too, because .tspr was set before each event run (and not before all runs),
only that it was never nulled, which was kind of untidy.
git-svn-id: https://svn.eduke32.com/eduke32@3450 1a8010ca-5511-0410-912e-c29ae57300e0
Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE
event and .tspr will be set before it is run.
git-svn-id: https://svn.eduke32.com/eduke32@3448 1a8010ca-5511-0410-912e-c29ae57300e0
The m32script variable 'showrespawn_always' toggles whether the respawned picnum
is shown unconditionally instead of only when aimed at (and locked onto the
RESPAWN sprite) in 3D mode.
Cool idea by Micky C.
NOTE: sometimes doesn't work because of a bug in the m32script interpreter.
git-svn-id: https://svn.eduke32.com/eduke32@3447 1a8010ca-5511-0410-912e-c29ae57300e0
Pass types via ffi.typeof() instead of declaring them in the
global namespace when possible.
git-svn-id: https://svn.eduke32.com/eduke32@3437 1a8010ca-5511-0410-912e-c29ae57300e0
Use a new flag to mark hard-coded enemies, not SPRITE_BADGUY.
This fixes an issue where in E1L4, a pigcop would appear in the area
you have to crawl under shrunk. Thanks to LLCoolDave1 for pinpointing
the range of relevant revisions.
git-svn-id: https://svn.eduke32.com/eduke32@3426 1a8010ca-5511-0410-912e-c29ae57300e0
Whenever it should be not, STRIP is set to the empty string.
This fixes the Lunatic RELEASE=1 build.
git-svn-id: https://svn.eduke32.com/eduke32@3422 1a8010ca-5511-0410-912e-c29ae57300e0
The pixel doubling now only applies to the area where the world scene is drawn,
i.e. it may be smaller than the physical screen / WM window size. The optimized
version is slightly faster than for non-doubled pixels for me (optimized build),
but see code for caveats. Some other minor issues:
- won't work when the world is drawn from demo cameras (and offscreen, but that
matters less)
- will leave a few pixels empty when running with x resolutions not evenly
divisible by 4
git-svn-id: https://svn.eduke32.com/eduke32@3421 1a8010ca-5511-0410-912e-c29ae57300e0
In CON, the bit is still always cleared for user-defined gamevars.
git-svn-id: https://svn.eduke32.com/eduke32@3417 1a8010ca-5511-0410-912e-c29ae57300e0
- more predefined vars
- fix recursive states and ones with a stray "else" before the end
git-svn-id: https://svn.eduke32.com/eduke32@3409 1a8010ca-5511-0410-912e-c29ae57300e0
Whether a sprite is considered for texel-hitscan is determined on the base
tile number, not the individual animated tile numbers.
git-svn-id: https://svn.eduke32.com/eduke32@3404 1a8010ca-5511-0410-912e-c29ae57300e0
* Make the "classic status bar fullscreen viewport" mode accessible
in classic too.
* Make range of status bar scale 36..100
* Update ud.statusbarmode when executing OSD command r_size (ud.screen_size).
NOTE: ud.statusbarmode is considered internal. Don't use from CON!
* Make sure 1) loading any configuration and 2) menu bars work correctly.
(The "classic status bar fullscreen viewport" mode will never be restored
though because ud.statusbarmode isn't handled by the OSD var system).
git-svn-id: https://svn.eduke32.com/eduke32@3402 1a8010ca-5511-0410-912e-c29ae57300e0