- Fixed: Heretic's mace never respawned in deathmatch games.

- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were
  drawn a row too low. This was quite visible on Hexen MAP06.
- Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or
  the actor will be yanked down to the floorsector by P_TryMove().
- Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory
  only affected the first actor with the given TID.
- Fixed: The color boxes for the colorpicker menu items were drawn a little
  too low.

SVN r603 (trunk)
This commit is contained in:
Randy Heit 2007-12-18 03:25:19 +00:00
parent 4c8bf4552a
commit 1b55520a8b
6 changed files with 67 additions and 11 deletions

View file

@ -1,4 +1,13 @@
December 17, 2007
- Fixed: Heretic's mace never respawned in deathmatch games.
- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were
drawn a row too low. This was quite visible on Hexen MAP06.
- Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or
the actor will be yanked down to the floorsector by P_TryMove().
- Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory
only affected the first actor with the given TID.
- Fixed: The color boxes for the colorpicker menu items were drawn a little
too low.
- Fixed: Clean scaling at 720x480 looked borked.
- New: When using the D3D9 framebuffer, palette blending is now applied only
to the 3D area of the screen. This means the console and (the primary

View file

@ -1096,6 +1096,8 @@ void A_SpawnMace (AActor *self)
mace->FirstSpot = firstSpot;
mace->NumMaceSpots = numspots;
mace->DoRespawn ();
// We want this mace to respawn.
mace->flags &= ~MF_DROPPED;
}
}

View file

@ -1698,7 +1698,7 @@ void M_OptDrawer ()
{
int box_x, box_y;
box_x = (CurrentMenu->indent - 35 - 160) * CleanXfac + screen->GetWidth()/2;
box_y = (y - 98) * CleanYfac + screen->GetHeight()/2;
box_y = (y - ((gameinfo.gametype & GAME_Raven) ? 99 : 100)) * CleanYfac + screen->GetHeight()/2;
screen->Clear (box_x, box_y, box_x + 32*CleanXfac, box_y + (fontheight-1)*CleanYfac,
item->a.colorcvar->GetIndex());
}

View file

@ -4231,7 +4231,19 @@ int DLevelScript::RunScript ()
break;
case PCD_CLEARACTORINVENTORY:
ClearInventory (SingleActorFromTID(STACK(3), NULL));
if (STACK(3) == 0)
{
ClearInventory(NULL);
}
else
{
FActorIterator it(STACK(3));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
ClearInventory(actor);
}
}
sp--;
break;
@ -4241,9 +4253,23 @@ int DLevelScript::RunScript ()
break;
case PCD_GIVEACTORINVENTORY:
GiveInventory (SingleActorFromTID(STACK(3), NULL),
FBehavior::StaticLookupString (STACK(2)), STACK(1));
{
const char *type = FBehavior::StaticLookupString(STACK(2));
if (STACK(3) == 0)
{
GiveInventory(NULL, FBehavior::StaticLookupString(STACK(2)), STACK(1));
}
else
{
FActorIterator it(STACK(3));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
GiveInventory(actor, type, STACK(1));
}
}
sp -= 3;
}
break;
case PCD_GIVEINVENTORYDIRECT:
@ -4257,9 +4283,23 @@ int DLevelScript::RunScript ()
break;
case PCD_TAKEACTORINVENTORY:
TakeInventory (SingleActorFromTID(STACK(3), NULL),
FBehavior::StaticLookupString (STACK(2)), STACK(1));
{
const char *type = FBehavior::StaticLookupString(STACK(2));
if (STACK(3) == 0)
{
TakeInventory(NULL, type, STACK(1));
}
else
{
FActorIterator it(STACK(3));
AActor *actor;
for (actor = it.Next(); actor != NULL; actor = it.Next())
{
TakeInventory(actor, type, STACK(1));
}
}
sp -= 3;
}
break;
case PCD_TAKEINVENTORYDIRECT:

View file

@ -2302,7 +2302,7 @@ bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
{ // Can't climb up slopes of ~45 degrees or more
if (actor->flags & MF_NOCLIP)
{
return true;
return (actor->floorsector == actor->Sector);
}
else
{
@ -2338,7 +2338,7 @@ bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
desty -= FixedMul (plane->b, t);
xmove = destx - actor->x;
ymove = desty - actor->y;
return true;
return (actor->floorsector == actor->Sector);
}
else if (t > 0)
{ // Desired location is in front of (above) the plane
@ -2349,7 +2349,7 @@ bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
desty += FixedMul (plane->b, t);
xmove = destx - actor->x;
ymove = desty - actor->y;
return true;//(plane->c >= STEEPSLOPE);
return (actor->floorsector == actor->Sector);//(plane->c >= STEEPSLOPE);
}
}
}

View file

@ -97,6 +97,11 @@ void R_InitSkyMap ()
{
skytexturemid = 199 * skytex1->yScale;
skystretch = 0;
// At heights above 600 pixels, the sky is drawn slightly too low.
if (SCREENHEIGHT > 600)
{
skytexturemid += FRACUNIT;
}
}
skyheight = fskyheight << skystretch;