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Build engine port backed by GZDoom tech. Currently supports Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage and Powerslave/Exhumed.
144897d524
The primary reason for doing this is that handing of moving sectors is significantly simplified. Because moving sectors usually don't move containing SEs/effector-statnum sprites, no special handing code is needed to move light SEs with them. Thus, this commit sets light SEs to a new statnum when they're spawned *from premap*, and a new G_Move*-like function (called G_DoPolymerLights) is added to process every sprite in that status list. This should "fix" light SEs moving together with a variety of moving sectors, but CON programs expecting the old behavior may break, therefore this commit is marked as experimental. Additionally, a problem with the old implementation is identified: it seems like the correct functioning is dependent upon the order of processing between the sector movement effector and the light SE, so this makes it another good reason for the change. (A third one is that all lights can be processed with a per- statnum loop, but CON coders should not do this until the change is considered final). git-svn-id: https://svn.eduke32.com/eduke32@2646 1a8010ca-5511-0410-912e-c29ae57300e0 |
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