mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 08:31:14 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean
This commit is contained in:
commit
06764c6aae
14 changed files with 94 additions and 51 deletions
|
@ -1,6 +1,7 @@
|
|||
cmake_minimum_required( VERSION 2.4 )
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||||
add_library( output_sdl MODULE output_sdl.c )
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include_directories( ${FMOD_INCLUDE_DIR} ${SDL_INCLUDE_DIR} )
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||||
target_link_libraries( output_sdl SDL )
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||||
|
||||
FILE( WRITE ${CMAKE_CURRENT_BINARY_DIR}/link-make "if [ ! -e ${ZDOOM_OUTPUT_DIR}/liboutput_sdl.so ]; then ln -sf output_sdl/liboutput_sdl.so ${ZDOOM_OUTPUT_DIR}/liboutput_sdl.so; fi" )
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add_custom_command( TARGET output_sdl POST_BUILD
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|
|
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@ -346,6 +346,7 @@ enum
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MF7_FOILBUDDHA = 0x00000080, // Similar to FOILINVUL, foils buddha mode.
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MF7_DONTTHRUST = 0x00000100, // Thrusting functions do not take, and do not give thrust (damage) to actors with this flag.
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MF7_ALLOWPAIN = 0x00000200, // Invulnerable or immune (via damagefactors) actors can still react to taking damage even if they don't.
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MF7_CAUSEPAIN = 0x00000400, // Damage sources with this flag can cause similar effects like ALLOWPAIN.
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// --- mobj.renderflags ---
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|
|
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@ -82,6 +82,7 @@ enum
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CP_SETWALLYSCALE,
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CP_SETTHINGZ,
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CP_SETTAG,
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CP_SETTHINGFLAGS,
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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@ -318,6 +319,15 @@ void ParseCompatibility()
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sc.MustGetNumber();
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CompatParams.Push(sc.Number);
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}
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else if (sc.Compare("setthingflags"))
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{
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if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
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CompatParams.Push(CP_SETTHINGFLAGS);
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sc.MustGetNumber();
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CompatParams.Push(sc.Number);
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sc.MustGetNumber();
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CompatParams.Push(sc.Number);
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}
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else
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{
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sc.UnGet();
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|
@ -540,6 +550,15 @@ void SetCompatibilityParams()
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i += 3;
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break;
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}
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case CP_SETTHINGFLAGS:
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{
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if ((unsigned)CompatParams[i + 1] < MapThingsConverted.Size())
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{
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MapThingsConverted[CompatParams[i + 1]].flags = CompatParams[i + 2];
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}
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i += 3;
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break;
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}
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}
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}
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||||
}
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||||
|
|
|
@ -833,15 +833,23 @@ void D_Display ()
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|||
}
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||||
}
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||||
// draw pause pic
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if (paused && menuactive == MENU_Off)
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if ((paused || pauseext) && menuactive == MENU_Off)
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{
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FTexture *tex;
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int x;
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FString pstring = "By ";
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tex = TexMan(gameinfo.PauseSign);
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x = (SCREENWIDTH - tex->GetScaledWidth() * CleanXfac)/2 +
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tex->GetScaledLeftOffset() * CleanXfac;
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screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE);
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if (paused && multiplayer)
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{
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pstring += players[paused - 1].userinfo.GetName();
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screen->DrawText(SmallFont, CR_RED,
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(screen->GetWidth() - SmallFont->StringWidth(pstring)*CleanXfac) / 2,
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(tex->GetScaledHeight() * CleanYfac) + 4, pstring, DTA_CleanNoMove, true, TAG_DONE);
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}
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}
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// [RH] Draw icon, if any
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|
|
|
@ -939,7 +939,7 @@ void NetUpdate (void)
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newtics = nowtime - gametime;
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||||
gametime = nowtime;
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||||
|
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if (newtics <= 0) // nothing new to update
|
||||
if (newtics <= 0 || pauseext) // nothing new to update or window paused
|
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{
|
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GetPackets ();
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||||
return;
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||||
|
|
|
@ -109,6 +109,7 @@ enum EMenuState
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extern bool automapactive; // In AutoMap mode?
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extern EMenuState menuactive; // Menu overlayed?
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extern int paused; // Game Pause?
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extern bool pauseext;
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||||
|
||||
|
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extern bool viewactive;
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||||
|
|
|
@ -141,6 +141,7 @@ gameaction_t gameaction;
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gamestate_t gamestate = GS_STARTUP;
|
||||
|
||||
int paused;
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bool pauseext;
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||||
bool sendpause; // send a pause event next tic
|
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bool sendsave; // send a save event next tic
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bool sendturn180; // [RH] send a 180 degree turn next tic
|
||||
|
@ -1152,13 +1153,13 @@ void G_Ticker ()
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|||
// If the user alt-tabbed away, paused gets set to -1. In this case,
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||||
// we do not want to read more demo commands until paused is no
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// longer negative.
|
||||
if (demoplayback && paused >= 0)
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||||
if (demoplayback)
|
||||
{
|
||||
G_ReadDemoTiccmd (cmd, i);
|
||||
}
|
||||
else
|
||||
{
|
||||
memcpy (cmd, newcmd, sizeof(ticcmd_t));
|
||||
memcpy(cmd, newcmd, sizeof(ticcmd_t));
|
||||
}
|
||||
|
||||
// check for turbo cheats
|
||||
|
|
|
@ -970,13 +970,13 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
}
|
||||
return -1;
|
||||
}
|
||||
if ((target->flags2 & MF2_INVULNERABLE) && damage < TELEFRAG_DAMAGE && !(flags & DMG_FORCED))
|
||||
if ((target->flags2 & MF2_INVULNERABLE) && (damage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED)))
|
||||
{ // actor is invulnerable
|
||||
if (target->player == NULL)
|
||||
{
|
||||
if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
|
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{
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if (target->flags7 & MF7_ALLOWPAIN)
|
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if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
|
||||
{
|
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invulpain = true; //This returns -1 later.
|
||||
fakeDamage = damage;
|
||||
|
@ -991,7 +991,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
// Players are optionally excluded from getting thrust by damage.
|
||||
if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL)
|
||||
{
|
||||
if (target->flags7 & MF7_ALLOWPAIN)
|
||||
if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
|
||||
plrDontThrust = 1;
|
||||
else
|
||||
return -1;
|
||||
|
@ -999,7 +999,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
}
|
||||
|
||||
}
|
||||
if ((target->flags7 & MF7_ALLOWPAIN) && (damage < TELEFRAG_DAMAGE))
|
||||
if (((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) && (damage < TELEFRAG_DAMAGE))
|
||||
{
|
||||
//Intentionally do not jump to fakepain because the damage hasn't been dished out yet.
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//Once it's dished out, THEN we can disregard damage factors affecting pain chances.
|
||||
|
@ -1059,7 +1059,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
|
||||
if (damage == -1)
|
||||
{
|
||||
if (target->flags7 & MF7_ALLOWPAIN) //Hold off ending the function before we can deal the pain chances.
|
||||
if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) //Hold off ending the function before we can deal the pain chances.
|
||||
goto fakepain;
|
||||
return -1;
|
||||
}
|
||||
|
@ -1089,7 +1089,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
{
|
||||
goto dopain;
|
||||
}
|
||||
else if (target->flags7 & MF7_ALLOWPAIN)
|
||||
else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
|
||||
goto fakepain;
|
||||
|
||||
return -1;
|
||||
|
@ -1099,7 +1099,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
if (!(flags & DMG_NO_FACTOR))
|
||||
{
|
||||
damage = FixedMul(damage, target->DamageFactor);
|
||||
if (damage >= 0)
|
||||
if (damage > 0)
|
||||
{
|
||||
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors);
|
||||
}
|
||||
|
@ -1109,7 +1109,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
{
|
||||
goto dopain;
|
||||
}
|
||||
else if (target->flags7 & MF7_ALLOWPAIN)
|
||||
else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
|
||||
goto fakepain;
|
||||
|
||||
return -1;
|
||||
|
@ -1120,7 +1120,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
}
|
||||
if (damage == -1)
|
||||
{
|
||||
if (target->flags7 & MF7_ALLOWPAIN)
|
||||
if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
|
||||
goto fakepain;
|
||||
|
||||
return -1;
|
||||
|
@ -1247,7 +1247,11 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
|
||||
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
|
||||
{ // player is invulnerable, so don't hurt him
|
||||
if (player->mo->flags7 & MF7_ALLOWPAIN)
|
||||
|
||||
if (((!(player->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2)) && (!(player->mo->flags5 & MF5_NOPAIN))) &&
|
||||
(((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || (inflictor->flags7 & MF7_CAUSEPAIN)))
|
||||
//Make sure no godmodes and NOPAIN flags are found first.
|
||||
//Then, check to see if the player has NODAMAGE or ALLOWPAIN, or inflictor has CAUSEPAIN.
|
||||
{
|
||||
invulpain = true;
|
||||
fakeDamage = damage;
|
||||
|
@ -1270,8 +1274,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
{
|
||||
// If MF6_FORCEPAIN is set, make the player enter the pain state.
|
||||
if (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL &&
|
||||
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS) &&
|
||||
(!(player->mo->flags2 & MF2_INVULNERABLE)))
|
||||
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS)
|
||||
&& (!(player->mo->flags2 & MF2_INVULNERABLE)) && (!(player->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2)))
|
||||
{
|
||||
goto dopain;
|
||||
}
|
||||
|
@ -1302,7 +1306,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
// telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor,
|
||||
// but telefragging should still do enough damage to kill the player)
|
||||
// Ignore players that are already dead.
|
||||
if (((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA) && damage < TELEFRAG_DAMAGE)) && player->playerstate != PST_DEAD)
|
||||
if ((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE)) && (player->playerstate != PST_DEAD))
|
||||
{
|
||||
// If this is a voodoo doll we need to handle the real player as well.
|
||||
player->mo->health = target->health = player->health = 1;
|
||||
|
@ -1335,7 +1339,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
damage = newdam;
|
||||
if (damage <= 0)
|
||||
{
|
||||
if (target->flags7 & MF7_ALLOWPAIN)
|
||||
if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
|
||||
goto fakepain;
|
||||
else
|
||||
return damage;
|
||||
|
@ -1426,10 +1430,14 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
|
|||
}
|
||||
|
||||
fakepain: //Needed so we can skip the rest of the above, but still obey the original rules.
|
||||
if (target->flags7 & MF7_ALLOWPAIN && (fakeDamage != damage))
|
||||
|
||||
//CAUSEPAIN can always attempt to trigger the chances of pain.
|
||||
//ALLOWPAIN can do the same, only if the (unfiltered aka fake) damage is greater than 0.
|
||||
if ((((target->flags7 & MF7_ALLOWPAIN) && (fakeDamage > 0))
|
||||
|| (inflictor->flags7 & MF7_CAUSEPAIN)) && (fakeDamage != damage))
|
||||
{
|
||||
holdDamage = damage;
|
||||
damage = fakeDamage;
|
||||
holdDamage = damage; //Store the modified damage away after factors are taken into account.
|
||||
damage = fakeDamage; //Retrieve the original damage.
|
||||
}
|
||||
|
||||
if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) &&
|
||||
|
@ -1446,8 +1454,8 @@ fakepain: //Needed so we can skip the rest of the above, but still obey the orig
|
|||
}
|
||||
}
|
||||
|
||||
if ((damage >= target->PainThreshold && pr_damagemobj() < painchance) ||
|
||||
(inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)))
|
||||
if ((((damage >= target->PainThreshold)) && (pr_damagemobj() < painchance))
|
||||
|| (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)))
|
||||
{
|
||||
dopain:
|
||||
if (mod == NAME_Electric)
|
||||
|
@ -1484,6 +1492,7 @@ dopain:
|
|||
}
|
||||
}
|
||||
}
|
||||
//ALLOWPAIN and CAUSEPAIN can still trigger infighting, even if no pain state is worked out.
|
||||
target->reactiontime = 0; // we're awake now...
|
||||
if (source)
|
||||
{
|
||||
|
@ -1526,9 +1535,9 @@ dopain:
|
|||
{
|
||||
return -1; //NOW we return -1!
|
||||
}
|
||||
else if (target->flags7 & MF7_ALLOWPAIN)
|
||||
else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
|
||||
{
|
||||
return holdDamage;
|
||||
return holdDamage; //This is the calculated damage after all is said and done.
|
||||
}
|
||||
return damage;
|
||||
}
|
||||
|
|
|
@ -3695,7 +3695,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
|
|||
// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
|
||||
// Note: The puff may not yet be spawned here so we must check the class defaults, not the actor.
|
||||
int newdam = damage;
|
||||
if (damage || (puffDefaults != NULL && puffDefaults->flags6 & MF6_FORCEPAIN))
|
||||
if (damage || (puffDefaults != NULL && ((puffDefaults->flags6 & MF6_FORCEPAIN) || (puffDefaults->flags7 & MF7_CAUSEPAIN))))
|
||||
{
|
||||
int dmgflags = DMG_INFLICTOR_IS_PUFF | pflag;
|
||||
// Allow MF5_PIERCEARMOR on a weapon as well.
|
||||
|
|
|
@ -1783,21 +1783,13 @@ void S_SetSoundPaused (int state)
|
|||
{
|
||||
if (state)
|
||||
{
|
||||
if (paused <= 0)
|
||||
if (paused == 0)
|
||||
{
|
||||
S_ResumeSound(true);
|
||||
if (GSnd != NULL)
|
||||
{
|
||||
GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
|
||||
}
|
||||
if (!netgame
|
||||
#ifdef _DEBUG
|
||||
&& !demoplayback
|
||||
#endif
|
||||
)
|
||||
{
|
||||
paused = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1811,15 +1803,15 @@ void S_SetSoundPaused (int state)
|
|||
SoundRenderer::INACTIVE_Complete :
|
||||
SoundRenderer::INACTIVE_Mute);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!netgame
|
||||
#ifdef _DEBUG
|
||||
&& !demoplayback
|
||||
#endif
|
||||
)
|
||||
{
|
||||
paused = -1;
|
||||
}
|
||||
}
|
||||
pauseext = !state;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1384,6 +1384,7 @@ enum
|
|||
CPF_DAGGER = 2,
|
||||
CPF_PULLIN = 4,
|
||||
CPF_NORANDOMPUFFZ = 8,
|
||||
CPF_NOTURN = 16,
|
||||
};
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
||||
|
@ -1424,7 +1425,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|||
|
||||
P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget, &actualdamage);
|
||||
|
||||
// turn to face target
|
||||
if (linetarget)
|
||||
{
|
||||
if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN))
|
||||
|
@ -1435,10 +1435,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
|
|||
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
|
||||
}
|
||||
|
||||
if (!(flags & CPF_NOTURN))
|
||||
{
|
||||
// turn to face target
|
||||
self->angle = R_PointToAngle2 (self->x,
|
||||
self->y,
|
||||
linetarget->x,
|
||||
linetarget->y);
|
||||
}
|
||||
|
||||
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
|
||||
if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget);
|
||||
|
|
|
@ -246,6 +246,7 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, DONTTHRUST, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, ALLOWPAIN, AActor, flags7),
|
||||
DEFINE_FLAG(MF7, CAUSEPAIN, AActor, flags7),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
|
|
|
@ -175,6 +175,7 @@ const int CPF_USEAMMO = 1;
|
|||
const int CPF_DAGGER = 2;
|
||||
const int CPF_PULLIN = 4;
|
||||
const int CPF_NORANDOMPUFFZ = 8;
|
||||
const int CPF_NOTURN = 16;
|
||||
|
||||
// Flags for A_CustomMissile
|
||||
const int FPF_AIMATANGLE = 1;
|
||||
|
|
|
@ -389,3 +389,8 @@ B9DFF13207EACAC675C71D82624D0007 // XtheaterIII map01
|
|||
{
|
||||
DisablePushWindowCheck
|
||||
}
|
||||
|
||||
A53AE580A4AF2B5D0B0893F86914781E // TNT: Evilution map31
|
||||
{
|
||||
setthingflags 470 2016
|
||||
}
|
Loading…
Reference in a new issue