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- Added DTA_TopOffset and DTA_LeftOffset values to the automap background drawer.
- Fixed: DECORATE color translations with explicit colors didn't work because the code treated byte values as fixed point. - Fixed: LEVEL_NOALLIES must clear MF_FRIENDLY off any spawned actor except players. Otherwise it doesn't work properly. - Fixed: Entering a backslash in the player's name box caused a crash because the code analyzing the string was missing a NULL pointer check. - Fixed: Thing_Hate and Teleport_ZombieChanger unconditionally made state jumps, even for dead monsters. - Fixed: The palette flash for item pickup was not reset upon a player's death. - Fixed: P_DamageMobj tried to get damage multiplier information from the damage inflictor, not the attacker. - Fixed: PowerTimeFreezer::DoEffect did not call its superclass method. - fixed: When morphed monsters died they tried to set MF3_STAYMORPHED for the attacker, not themselves. This caused a crash when they were killed by a crusher. SVN r539 (trunk)
This commit is contained in:
parent
8f6fdc1d21
commit
2829361c5c
12 changed files with 45 additions and 13 deletions
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@ -19,7 +19,7 @@ CFLAGS += -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -DNEED_STRUPR
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LDFLAGS += -lFLAC++ -lFLAC -lz -ljpeg -lfmod `sdl-config --libs` `pkg-config gtk+-2.0 --libs`
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NASMFLAGS += -f elf -DM_TARGET_LINUX
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SRCDIRS = src/ $(addprefix src/,g_doom/ g_heretic/ g_hexen/ g_raven/ g_shared/ g_strife/ oplsynth/ sound/ sdl/ textures/ )
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SRCDIRS = src/ $(addprefix src/,g_doom/ g_heretic/ g_hexen/ g_raven/ g_shared/ g_strife/ oplsynth/ sound/ sdl/ textures/ thingdef/)
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VPATH = $(SRCDIRS)
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INCLUDES = $(addprefix -I,$(SRCDIRS))
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CFLAGS += $(INCLUDES)
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@ -1,3 +1,20 @@
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July 12, 2007 (Changes by Graf Zahl)
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- Added DTA_TopOffset and DTA_LeftOffset values to the automap background drawer.
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- Fixed: DECORATE color translations with explicit colors didn't work because the
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code treated byte values as fixed point.
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- Fixed: LEVEL_NOALLIES must clear MF_FRIENDLY off any spawned actor except players.
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Otherwise it doesn't work properly.
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- Fixed: Entering a backslash in the player's name box caused a crash because
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the code analyzing the string was missing a NULL pointer check.
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- Fixed: Thing_Hate and Teleport_ZombieChanger unconditionally made state jumps,
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even for dead monsters.
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- Fixed: The palette flash for item pickup was not reset upon a player's death.
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- Fixed: P_DamageMobj tried to get damage multiplier information from the
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damage inflictor, not the attacker.
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- Fixed: PowerTimeFreezer::DoEffect did not call its superclass method.
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- fixed: When morphed monsters died they tried to set MF3_STAYMORPHED for the
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attacker, not themselves. This caused a crash when they were killed by a crusher.
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May 28, 2007 (Changes by Graf Zahl)
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- Split thingdef.cpp into several files so that the state and property code
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no longer gets in the way of the main parser.
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@ -1108,7 +1108,7 @@ void AM_clearFB (int color)
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{
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for (x = mapxstart >> MAPBITS; x < f_w; x += pwidth)
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{
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screen->DrawTexture (mapback, x, y, DTA_ClipBottom, f_h, TAG_DONE);
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screen->DrawTexture (mapback, x, y, DTA_ClipBottom, f_h, DTA_TopOffset, 0, DTA_LeftOffset, 0, TAG_DONE);
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}
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}
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}
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@ -589,7 +589,7 @@ void D_ReadUserInfoStrings (int i, BYTE **stream, bool update)
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value = ptr;
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infotype++;
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}
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else
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else if (breakpt != NULL)
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{
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value = breakpt + 1;
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if ( (breakpt = strchr (value, '\\')) )
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@ -1398,6 +1398,7 @@ void APowerTimeFreezer::InitEffect( )
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void APowerTimeFreezer::DoEffect( )
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{
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Super::DoEffect();
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if ( EffectTics > 4*32
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|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && EffectTics % 16 != 0 )
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|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && EffectTics % 8 != 0 )
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@ -375,7 +375,7 @@ void AMorphedMonster::Destroy ()
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void AMorphedMonster::Die (AActor *source, AActor *inflictor)
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{
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// Dead things don't unmorph
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source->flags3 |= MF3_STAYMORPHED;
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flags3 |= MF3_STAYMORPHED;
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Super::Die (source, inflictor);
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if (UnmorphedMe != NULL && (UnmorphedMe->flags & MF_UNMORPHED))
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{
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@ -892,14 +892,14 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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return;
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}
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}
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// Handle active damage modifiers (e.g. PowerDamage)
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if (inflictor->Inventory != NULL)
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if (source != NULL && source->Inventory != NULL)
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{
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int olddam = damage;
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inflictor->Inventory->ModifyDamage(olddam, mod, damage, false);
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source->Inventory->ModifyDamage(olddam, mod, damage, false);
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if (olddam != damage && damage <= 0) return;
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}
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}
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// Handle passive damage modifiers (e.g. PowerProtection)
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if (target->Inventory != NULL)
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{
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@ -773,7 +773,7 @@ FUNC(LS_Teleport_ZombieChanger)
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if (it != NULL)
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{
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EV_Teleport (arg0, arg1, ln, backSide, it, false, false, false);
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it->SetState (it->FindState(NAME_Pain));
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if (it->health >= 0) it->SetState (it->FindState(NAME_Pain));
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return true;
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}
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return false;
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@ -1286,7 +1286,7 @@ FUNC(LS_Thing_Hate)
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hater->target = hatee;
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if (!(hater->flags2 & MF2_DORMANT))
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{
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hater->SetState (hater->SeeState);
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if (hater->health > 0) hater->SetState (hater->SeeState);
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}
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}
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}
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@ -3220,6 +3220,10 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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return NULL;
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}
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}
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if (level.flags & LEVEL_NOALLIES && !actor->player)
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{
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actor->flags &= ~MF_FRIENDLY;
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}
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// [RH] Count monsters whenever they are spawned.
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if (actor->CountsAsKill())
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{
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@ -1035,6 +1035,8 @@ void APlayerPawn::Die (AActor *source, AActor *inflictor)
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{
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Super::Die (source, inflictor);
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if (player != NULL && player->mo == this) player->bonuscount = 0;
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if (player != NULL && player->mo != this)
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{ // Make the real player die, too
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player->mo->Die (source, inflictor);
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@ -194,6 +194,8 @@ int main (int argc, char **argv)
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GtkAvailable = gtk_init_check (&argc, &argv);
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setlocale (LC_ALL, "C");
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if (SDL_Init (SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) == -1)
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{
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fprintf (stderr, "Could not initialize SDL:\n%s\n", SDL_GetError());
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@ -609,6 +609,12 @@ static void AddToTranslation(unsigned char * translation, char * range)
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gs = g2 - g1;
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bs = b2 - b1;
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}
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r <<= FRACBITS;
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g <<= FRACBITS;
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b <<= FRACBITS;
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rs <<= FRACBITS;
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gs <<= FRACBITS;
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bs <<= FRACBITS;
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if (start == end)
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{
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translation[start] = ColorMatcher.Pick
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