mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
20d3a72307
18 changed files with 246 additions and 150 deletions
|
@ -661,6 +661,10 @@ public:
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// Adds the item to this actor's inventory and sets its Owner.
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virtual void AddInventory (AInventory *item);
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// Give an item to the actor and pick it up.
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// Returns true if the item pickup succeeded.
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virtual bool GiveInventory (PClassInventory *type, int amount, bool givecheat = false);
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// Removes the item from the inventory list.
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virtual void RemoveInventory (AInventory *item);
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@ -961,6 +965,7 @@ public:
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void CheckSectorTransition(sector_t *oldsec);
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void UpdateRenderSectorList();
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void ClearRenderSectorList();
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void ClearRenderLineList();
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// info for drawing
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// NOTE: The first member variable *must* be snext.
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@ -1097,7 +1102,8 @@ public:
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// a linked list of sectors where this object appears
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struct msecnode_t *touching_sectorlist; // phares 3/14/98
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struct msecnode_t *render_sectorlist; // same for cross-portal rendering
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struct msecnode_t *render_sectorlist; // same for cross-sectorportal rendering
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struct portnode_t *render_portallist; // and for cross-lineportal
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TObjPtr<AInventory> Inventory; // [RH] This actor's inventory
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@ -2439,32 +2439,7 @@ static void FS_GiveInventory (AActor *actor, const char * type, int amount)
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return;
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}
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AWeapon *savedPendingWeap = actor->player != NULL? actor->player->PendingWeapon : NULL;
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bool hadweap = actor->player != NULL ? actor->player->ReadyWeapon != NULL : true;
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AInventory *item = static_cast<AInventory *>(Spawn (info));
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// This shouldn't count for the item statistics!
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item->ClearCounters();
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if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)) ||
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info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
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{
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static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
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}
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else
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{
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item->Amount = amount;
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}
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if (!item->CallTryPickup (actor))
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{
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item->Destroy ();
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}
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// If the item was a weapon, don't bring it up automatically
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// unless the player was not already using a weapon.
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if (savedPendingWeap != NULL && hadweap)
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{
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actor->player->PendingWeapon = savedPendingWeap;
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}
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actor->GiveInventory(info, amount);
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}
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//============================================================================
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@ -514,7 +514,7 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
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AActor *realme = actor->player->mo->tracer;
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int realstyle = actor->player->MorphStyle;
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int realhealth = actor->health;
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if (P_UndoPlayerMorph(actor->player, actor->player, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
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if (P_UndoPlayerMorph(actor->player, actor->player, 0, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
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{
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*morphed = realme;
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*morphedstyle = realstyle;
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@ -575,47 +575,6 @@ const char *cht_Morph (player_t *player, PClassPlayerPawn *morphclass, bool quic
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return "";
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}
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void GiveSpawner (player_t *player, PClassInventory *type, int amount)
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{
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if (player->mo == NULL || player->health <= 0)
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{
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return;
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}
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AInventory *item = static_cast<AInventory *>
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(Spawn (type, player->mo->Pos(), NO_REPLACE));
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if (item != NULL)
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{
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if (amount > 0)
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{
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if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
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{
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if (static_cast<ABasicArmorPickup*>(item)->SaveAmount != 0)
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{
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static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
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}
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else
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{
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static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
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}
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}
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else if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
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{
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static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
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}
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else
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{
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item->Amount = MIN (amount, item->MaxAmount);
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}
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}
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item->ClearCounters();
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if (!item->CallTryPickup (player->mo))
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{
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item->Destroy ();
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}
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}
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}
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void cht_Give (player_t *player, const char *name, int amount)
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{
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enum { ALL_NO, ALL_YES, ALL_YESYES } giveall;
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@ -644,26 +603,12 @@ void cht_Give (player_t *player, const char *name, int amount)
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{
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if (amount > 0)
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{
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if (player->mo)
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{
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player->mo->health += amount;
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player->health = player->mo->health;
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}
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else
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{
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player->health += amount;
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}
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player->mo->health += amount;
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player->health = player->mo->health;
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}
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else
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{
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if (player->mo != NULL)
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{
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player->health = player->mo->health = player->mo->GetMaxHealth();
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}
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else
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{
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player->health = deh.GodHealth;
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}
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player->health = player->mo->health = player->mo->GetMaxHealth();
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}
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}
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@ -673,7 +618,7 @@ void cht_Give (player_t *player, const char *name, int amount)
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type = PClass::FindActor(gameinfo.backpacktype);
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if (type != NULL)
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{
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GiveSpawner (player, static_cast<PClassInventory *>(type), 1);
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player->mo->GiveInventory(static_cast<PClassInventory *>(type), 1, true);
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}
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if (!giveall)
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@ -778,7 +723,7 @@ void cht_Give (player_t *player, const char *name, int amount)
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AWeapon *def = (AWeapon*)GetDefaultByType (type);
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if (giveall == ALL_YESYES || !(def->WeaponFlags & WIF_CHEATNOTWEAPON))
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{
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GiveSpawner (player, static_cast<PClassInventory *>(type), 1);
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player->mo->GiveInventory(static_cast<PClassInventory *>(type), 1, true);
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}
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}
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}
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@ -805,7 +750,7 @@ void cht_Give (player_t *player, const char *name, int amount)
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// Do not give replaced items unless using "give everything"
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if (giveall == ALL_YESYES || type->GetReplacement() == type)
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{
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GiveSpawner (player, static_cast<PClassInventory *>(type), amount <= 0 ? def->MaxAmount : amount);
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player->mo->GiveInventory(static_cast<PClassInventory *>(type), amount <= 0 ? def->MaxAmount : amount, true);
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}
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}
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}
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@ -827,7 +772,7 @@ void cht_Give (player_t *player, const char *name, int amount)
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// Do not give replaced items unless using "give everything"
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if (giveall == ALL_YESYES || type->GetReplacement() == type)
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{
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GiveSpawner (player, static_cast<PClassInventory *>(type), amount <= 0 ? def->MaxAmount : amount);
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player->mo->GiveInventory(static_cast<PClassInventory *>(type), amount <= 0 ? def->MaxAmount : amount, true);
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}
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}
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}
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@ -847,7 +792,7 @@ void cht_Give (player_t *player, const char *name, int amount)
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}
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else
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{
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GiveSpawner (player, static_cast<PClassInventory *>(type), amount);
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player->mo->GiveInventory(static_cast<PClassInventory *>(type), amount, true);
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}
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return;
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}
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|
|
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@ -723,7 +723,7 @@ lightlist_t * P_GetPlaneLight(sector_t * sector, secplane_t * plane, bool unders
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TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
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double planeheight=plane->ZatPoint(sector->centerspot);
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if(underside) planeheight--;
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if(underside) planeheight-= EQUAL_EPSILON;
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for(i = 1; i < lightlist.Size(); i++)
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if (lightlist[i].plane.ZatPoint(sector->centerspot) <= planeheight)
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@ -1142,48 +1142,6 @@ static void ClearInventory (AActor *activator)
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}
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}
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//============================================================================
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//
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// DoGiveInv
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//
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// Gives an item to a single actor.
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//
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//============================================================================
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static void DoGiveInv (AActor *actor, PClassActor *info, int amount)
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{
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AWeapon *savedPendingWeap = actor->player != NULL
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? actor->player->PendingWeapon : NULL;
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bool hadweap = actor->player != NULL ? actor->player->ReadyWeapon != NULL : true;
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AInventory *item = static_cast<AInventory *>(Spawn (info));
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// This shouldn't count for the item statistics!
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item->ClearCounters();
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if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
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{
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static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
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}
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else if (info->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
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{
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static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
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}
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else
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{
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item->Amount = amount;
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}
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if (!item->CallTryPickup (actor))
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{
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item->Destroy ();
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}
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// If the item was a weapon, don't bring it up automatically
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// unless the player was not already using a weapon.
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if (savedPendingWeap != NULL && hadweap && actor->player != NULL)
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{
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actor->player->PendingWeapon = savedPendingWeap;
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}
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}
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//============================================================================
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//
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// GiveInventory
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@ -1218,12 +1176,12 @@ static void GiveInventory (AActor *activator, const char *type, int amount)
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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DoGiveInv (players[i].mo, info, amount);
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players[i].mo->GiveInventory(static_cast<PClassInventory *>(info), amount);
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}
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}
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else
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{
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DoGiveInv (activator, info, amount);
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activator->GiveInventory(static_cast<PClassInventory *>(info), amount);
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}
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}
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@ -9346,7 +9304,26 @@ scriptwait:
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AActor *actor = SingleActorFromTID(STACK(1), activator);
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if (actor != NULL)
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{
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STACK(1) = actor->Sector->lightlevel;
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sector_t *sector = actor->Sector;
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if (sector->e->XFloor.lightlist.Size())
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{
|
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unsigned i;
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TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
|
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|
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STACK(1) = *lightlist.Last().p_lightlevel;
|
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for (i = 1; i < lightlist.Size(); i++)
|
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{
|
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if (lightlist[i].plane.ZatPoint(actor) <= actor->Z())
|
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{
|
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STACK(1) = *lightlist[i - 1].p_lightlevel;
|
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break;
|
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}
|
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}
|
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}
|
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else
|
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{
|
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STACK(1) = actor->Sector->lightlevel;
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}
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}
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else STACK(1) = 0;
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break;
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|
@ -9436,7 +9413,7 @@ scriptwait:
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{
|
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if (activator->player)
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{
|
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if (P_UndoPlayerMorph(activator->player, activator->player, force))
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if (P_UndoPlayerMorph(activator->player, activator->player, 0, force))
|
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{
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changes++;
|
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}
|
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|
@ -9462,7 +9439,7 @@ scriptwait:
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|||
{
|
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if (actor->player)
|
||||
{
|
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if (P_UndoPlayerMorph(activator->player, actor->player, force))
|
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if (P_UndoPlayerMorph(activator->player, actor->player, 0, force))
|
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{
|
||||
changes++;
|
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}
|
||||
|
|
|
@ -253,7 +253,7 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
|
|||
// if ceiling already moving, don't start a second function on it
|
||||
if (sec->PlaneMoving(sector_t::ceiling))
|
||||
{
|
||||
return NULL;
|
||||
return false;
|
||||
}
|
||||
|
||||
// new door thinker
|
||||
|
|
|
@ -102,8 +102,6 @@ struct TeaserSpeech
|
|||
|
||||
static FRandom pr_randomspeech("RandomSpeech");
|
||||
|
||||
void GiveSpawner (player_t *player, PClassActor *type);
|
||||
|
||||
TArray<FStrifeDialogueNode *> StrifeDialogues;
|
||||
|
||||
typedef TMap<int, int> FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS)
|
||||
|
|
119
src/p_map.cpp
119
src/p_map.cpp
|
@ -44,6 +44,7 @@
|
|||
#include "p_trace.h"
|
||||
#include "p_checkposition.h"
|
||||
#include "r_utility.h"
|
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#include "p_blockmap.h"
|
||||
|
||||
#include "s_sound.h"
|
||||
#include "decallib.h"
|
||||
|
@ -5178,8 +5179,8 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
|
|||
}
|
||||
points *= thing->GetClass()->RDFactor;
|
||||
|
||||
// points and bombdamage should be the same sign
|
||||
if (((int(points) * bombdamage) > 0) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
||||
// points and bombdamage should be the same sign (the double cast of 'points' is needed to prevent overflows and incorrect values slipping through.)
|
||||
if ((((double)int(points) * bombdamage) > 0) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
|
||||
{ // OK to damage; target is in direct path
|
||||
double vz;
|
||||
double thrust;
|
||||
|
@ -6238,6 +6239,91 @@ void P_CreateSecNodeList(AActor *thing)
|
|||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_DelPortalnode
|
||||
//
|
||||
// Same for line portal nodes
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
portnode_t *P_DelPortalnode(portnode_t *node)
|
||||
{
|
||||
portnode_t* tp; // prev node on thing thread
|
||||
portnode_t* tn; // next node on thing thread
|
||||
portnode_t* sp; // prev node on sector thread
|
||||
portnode_t* sn; // next node on sector thread
|
||||
|
||||
if (node)
|
||||
{
|
||||
// Unlink from the Thing thread. The Thing thread begins at
|
||||
// sector_list and not from AActor->touching_sectorlist.
|
||||
|
||||
tp = node->m_tprev;
|
||||
tn = node->m_tnext;
|
||||
if (tp)
|
||||
tp->m_tnext = tn;
|
||||
if (tn)
|
||||
tn->m_tprev = tp;
|
||||
|
||||
// Unlink from the sector thread. This thread begins at
|
||||
// sector_t->touching_thinglist.
|
||||
|
||||
sp = node->m_sprev;
|
||||
sn = node->m_snext;
|
||||
if (sp)
|
||||
sp->m_snext = sn;
|
||||
else
|
||||
node->m_portal->render_thinglist = sn;
|
||||
if (sn)
|
||||
sn->m_sprev = sp;
|
||||
|
||||
// Return this node to the freelist (use the same one as for msecnodes, since both types are the same size.)
|
||||
P_PutSecnode(reinterpret_cast<msecnode_t *>(node));
|
||||
return tn;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// P_AddPortalnode
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
portnode_t *P_AddPortalnode(FLinePortal *s, AActor *thing, portnode_t *nextnode)
|
||||
{
|
||||
portnode_t *node;
|
||||
|
||||
if (s == 0)
|
||||
{
|
||||
I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
|
||||
}
|
||||
|
||||
node = reinterpret_cast<portnode_t*>(P_GetSecnode());
|
||||
|
||||
// killough 4/4/98, 4/7/98: mark new nodes unvisited.
|
||||
node->visited = 0;
|
||||
|
||||
node->m_portal = s; // portal
|
||||
node->m_thing = thing; // mobj
|
||||
node->m_tprev = NULL; // prev node on Thing thread
|
||||
node->m_tnext = nextnode; // next node on Thing thread
|
||||
if (nextnode)
|
||||
nextnode->m_tprev = node; // set back link on Thing
|
||||
|
||||
// Add new node at head of portal thread starting at s->touching_thinglist
|
||||
|
||||
node->m_sprev = NULL; // prev node on portal thread
|
||||
node->m_snext = s->render_thinglist; // next node on portal thread
|
||||
if (s->render_thinglist)
|
||||
node->m_snext->m_sprev = node;
|
||||
s->render_thinglist = node;
|
||||
return node;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Handle the lists used to render actors from other portal areas
|
||||
|
@ -6249,6 +6335,27 @@ void AActor::UpdateRenderSectorList()
|
|||
static const double SPRITE_SPACE = 64.;
|
||||
if (Pos() != OldRenderPos && !(flags & MF_NOSECTOR))
|
||||
{
|
||||
// Only check if the map contains line portals
|
||||
ClearRenderLineList();
|
||||
if (PortalBlockmap.containsLines && Pos().XY() != OldRenderPos.XY())
|
||||
{
|
||||
int bx = GetBlockX(X());
|
||||
int by = GetBlockX(Y());
|
||||
FBoundingBox bb(X(), Y(), MIN(radius*1.5, 128.)); // Don't go further than 128 map units, even for large actors
|
||||
// Are there any portals near the actor's position?
|
||||
if (bx >= 0 && by >= 0 && bx < bmapwidth && by < bmapheight && PortalBlockmap(bx, by).neighborContainsLines)
|
||||
{
|
||||
// Go through the entire list. In most cases this is faster than setting up a blockmap iterator
|
||||
for (auto &p : linePortals)
|
||||
{
|
||||
if (p.mType == PORTT_VISUAL) continue;
|
||||
if (bb.inRange(p.mOrigin) && bb.BoxOnLineSide(p.mOrigin))
|
||||
{
|
||||
render_portallist = P_AddPortalnode(&p, this, render_portallist);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
sector_t *sec = Sector;
|
||||
double lasth = -FLT_MAX;
|
||||
ClearRenderSectorList();
|
||||
|
@ -6284,6 +6391,14 @@ void AActor::ClearRenderSectorList()
|
|||
render_sectorlist = NULL;
|
||||
}
|
||||
|
||||
void AActor::ClearRenderLineList()
|
||||
{
|
||||
portnode_t *node = render_portallist;
|
||||
while (node)
|
||||
node = P_DelPortalnode(node);
|
||||
render_portallist = NULL;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
|
@ -612,6 +612,62 @@ void AActor::AddInventory (AInventory *item)
|
|||
Inventory->InventoryID = InventoryID++;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// AActor :: GiveInventory
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
bool AActor::GiveInventory(PClassInventory *type, int amount, bool givecheat)
|
||||
{
|
||||
bool result = true;
|
||||
|
||||
AWeapon *savedPendingWeap = player != NULL ? player->PendingWeapon : NULL;
|
||||
bool hadweap = player != NULL ? player->ReadyWeapon != NULL : true;
|
||||
|
||||
AInventory *item;
|
||||
if (!givecheat)
|
||||
{
|
||||
item = static_cast<AInventory *>(Spawn (type));
|
||||
}
|
||||
else
|
||||
{
|
||||
item = static_cast<AInventory *>(Spawn (type, Pos(), NO_REPLACE));
|
||||
if (item == NULL) return false;
|
||||
}
|
||||
|
||||
// This shouldn't count for the item statistics!
|
||||
item->ClearCounters();
|
||||
if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
|
||||
{
|
||||
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
|
||||
}
|
||||
else if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
|
||||
{
|
||||
static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!givecheat)
|
||||
item->Amount = amount;
|
||||
else
|
||||
item->Amount = MIN (amount, item->MaxAmount);
|
||||
}
|
||||
if (!item->CallTryPickup (this))
|
||||
{
|
||||
item->Destroy ();
|
||||
result = false;
|
||||
}
|
||||
// If the item was a weapon, don't bring it up automatically
|
||||
// unless the player was not already using a weapon.
|
||||
// Don't bring it up automatically if this is called by the give cheat.
|
||||
if (!givecheat && player != NULL && savedPendingWeap != NULL && hadweap)
|
||||
{
|
||||
player->PendingWeapon = savedPendingWeap;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// AActor :: RemoveInventory
|
||||
|
|
|
@ -458,7 +458,7 @@ void P_SerializeWorld (FArchive &arc)
|
|||
|
||||
void P_SerializeWorldActors(FArchive &arc)
|
||||
{
|
||||
int i, j;
|
||||
int i;
|
||||
sector_t *sec;
|
||||
|
||||
for (i = 0, sec = sectors; i < numsectors; i++, sec++)
|
||||
|
|
|
@ -893,7 +893,7 @@ void P_SetupPortals()
|
|||
{
|
||||
if (ss.mType == PORTS_STACKEDSECTORTHING && ss.mSkybox == s.mSkybox->target)
|
||||
{
|
||||
s.mPartner = (&ss) - §orPortals[0];
|
||||
s.mPartner = unsigned((&ss) - §orPortals[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -119,8 +119,8 @@ static void BuildBlockmap()
|
|||
while (*list != -1)
|
||||
{
|
||||
line_t *ld = &lines[*list++];
|
||||
|
||||
if (ld->isLinePortal())
|
||||
FLinePortal *port = ld->getPortal();
|
||||
if (port && port->mType != PORTT_VISUAL)
|
||||
{
|
||||
PortalBlockmap.containsLines = true;
|
||||
block.portallines.Push(ld);
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
|
||||
struct FPortalGroupArray;
|
||||
class ASkyViewpoint;
|
||||
struct portnode_t;
|
||||
//============================================================================
|
||||
//
|
||||
// This table holds the offsets for the different parts of a map
|
||||
|
@ -189,6 +190,7 @@ struct FLinePortal
|
|||
DAngle mAngleDiff;
|
||||
double mSinRot;
|
||||
double mCosRot;
|
||||
portnode_t *render_thinglist;
|
||||
void *mRenderData;
|
||||
};
|
||||
|
||||
|
|
12
src/r_defs.h
12
src/r_defs.h
|
@ -1481,6 +1481,18 @@ struct msecnode_t
|
|||
bool visited; // killough 4/4/98, 4/7/98: used in search algorithms
|
||||
};
|
||||
|
||||
// use the same memory layout as msecnode_t so both can be used from the same freelist.
|
||||
struct portnode_t
|
||||
{
|
||||
FLinePortal *m_portal; // a portal containing this object
|
||||
AActor *m_thing; // this object
|
||||
struct portnode_t *m_tprev; // prev msecnode_t for this thing
|
||||
struct portnode_t *m_tnext; // next msecnode_t for this thing
|
||||
struct portnode_t *m_sprev; // prev msecnode_t for this portal
|
||||
struct portnode_t *m_snext; // next msecnode_t for this portal
|
||||
bool visited;
|
||||
};
|
||||
|
||||
struct FPolyNode;
|
||||
struct FMiniBSP;
|
||||
|
||||
|
|
|
@ -693,7 +693,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
|
|||
fixed_t starty = viewy;
|
||||
fixed_t startz = viewz;
|
||||
DVector3 savedpath[2] = { ViewPath[0], ViewPath[1] };
|
||||
int savedvisibility = camera? camera->renderflags & RF_INVISIBLE : 0;
|
||||
ActorRenderFlags savedvisibility = camera? camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0);
|
||||
|
||||
CurrentPortalUniq++;
|
||||
|
||||
|
|
|
@ -268,7 +268,7 @@ ACTOR Actor native //: Thinker
|
|||
native void A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
|
||||
action native A_PigPain ();
|
||||
native state A_MonsterRefire(int chance, state label);
|
||||
native void A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
action native A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
native void A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
native void A_SetRoll(float/*angle*/ roll, int flags = 0, int ptr = AAPTR_DEFAULT);
|
||||
native void A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
|
||||
|
|
|
@ -220,3 +220,13 @@ enum
|
|||
433 = 0, Ceiling_CrushStop(0)
|
||||
434 = 0, Ceiling_CrushRaiseAndStay(0)
|
||||
435 = 0, Ceiling_LowerAndCrush(0)
|
||||
436 = 0, Ceiling_LowerAndCrushDist(0)
|
||||
437 = 0, Ceiling_CrushAndRaiseDist(0)
|
||||
438 = 0, Ceiling_CrushRaiseAndStayA(0)
|
||||
439 = 0, Ceiling_CrushAndRaiseA(0)
|
||||
440 = 0, Ceiling_CrushAndRaiseSilentA(0)
|
||||
441 = 0, Ceiling_CrushAndRaiseSilentDist(0)
|
||||
442 = 0, Ceiling_CrushRaiseAndStaySilA(0)
|
||||
443 = 0, Generic_Crusher(0)
|
||||
444 = 0, Teleport(0)
|
||||
445 = 0, Teleport_NoFog(0)
|
||||
|
|
Loading…
Reference in a new issue