mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts: # wadsrc/static/actors/shared/player.txt
This commit is contained in:
commit
3b0b0baf05
14 changed files with 82 additions and 19 deletions
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@ -168,6 +168,9 @@ public:
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// [CW] Fades for when you are being damaged.
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PalEntry DamageFade;
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// [SP] ViewBob Multiplier
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double ViewBob;
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bool UpdateWaterLevel (bool splash);
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bool ResetAirSupply (bool playgasp = true);
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@ -582,8 +582,9 @@ void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
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if (curbob != 0)
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{
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float bobx = float(player->bob * Rangex);
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float boby = float(player->bob * Rangey);
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//[SP] Added in decorate player.viewbob checks
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float bobx = float(player->bob * Rangex * (float)player->mo->ViewBob);
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float boby = float(player->bob * Rangey * (float)player->mo->ViewBob);
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switch (bobstyle)
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{
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case AWeapon::BobNormal:
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@ -651,7 +651,8 @@ void APlayerPawn::Serialize(FSerializer &arc)
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("fallingscreammaxn", FallingScreamMaxSpeed, def->FallingScreamMaxSpeed)
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("userange", UseRange, def->UseRange)
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("aircapacity", AirCapacity, def->AirCapacity)
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("viewheight", ViewHeight, def->ViewHeight);
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("viewheight", ViewHeight, def->ViewHeight)
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("viewbob", ViewBob, def->ViewBob);
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}
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//===========================================================================
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@ -1891,7 +1892,7 @@ void P_CalcHeight (player_t *player)
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{
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bob = 0;
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}
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player->viewz = player->mo->Z() + player->viewheight + bob;
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player->viewz = player->mo->Z() + player->viewheight + (bob * player->mo->ViewBob); // [SP] Allow DECORATE changes to view bobbing speed.
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if (player->mo->Floorclip && player->playerstate != PST_DEAD
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&& player->mo->Z() <= player->mo->floorz)
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{
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@ -105,6 +105,7 @@ TArray<PortalDrawseg> WallPortals(1000); // note: this array needs to go away as
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subsector_t *InSubsector;
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CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs?
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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void R_StoreWallRange (int start, int stop);
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@ -1108,7 +1109,7 @@ void R_Subsector (subsector_t *sub)
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}
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else
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{
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basecolormap = frontsector->ColorMap;
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basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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portal = frontsector->ValidatePortal(sector_t::ceiling);
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@ -1142,7 +1143,7 @@ void R_Subsector (subsector_t *sub)
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}
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else
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{
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basecolormap = frontsector->ColorMap;
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basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
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@ -59,6 +59,7 @@ static bool R_CheckForFixedLights(const BYTE *colormaps);
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extern "C" {
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FDynamicColormap NormalLight;
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FDynamicColormap FullNormalLight; //[SP] Emulate GZDoom brightness
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}
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bool NormalLightHasFixedLights;
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@ -72,6 +73,7 @@ struct FakeCmap
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TArray<FakeCmap> fakecmaps;
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BYTE *realcolormaps;
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BYTE *realfbcolormaps; //[SP] For fullbright use
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size_t numfakecmaps;
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@ -459,6 +461,11 @@ void R_DeinitColormaps ()
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delete[] realcolormaps;
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realcolormaps = NULL;
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}
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if (realfbcolormaps != NULL)
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{
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delete[] realfbcolormaps;
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realfbcolormaps = NULL;
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}
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FreeSpecialLights();
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}
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@ -548,9 +555,20 @@ void R_InitColormaps ()
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}
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}
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}
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// [SP] Create a copy of the colormap
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if (!realfbcolormaps)
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{
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realfbcolormaps = new BYTE[256*NUMCOLORMAPS*fakecmaps.Size()];
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memcpy(realfbcolormaps, realcolormaps, 256*NUMCOLORMAPS*fakecmaps.Size());
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}
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NormalLight.Color = PalEntry (255, 255, 255);
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NormalLight.Fade = 0;
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NormalLight.Maps = realcolormaps;
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FullNormalLight.Color = PalEntry (255, 255, 255);
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FullNormalLight.Fade = 0;
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FullNormalLight.Maps = realfbcolormaps;
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NormalLightHasFixedLights = R_CheckForFixedLights(realcolormaps);
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numfakecmaps = fakecmaps.Size();
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@ -80,6 +80,7 @@ extern BYTE DesaturateColormap[31][256];
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extern "C"
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{
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extern FDynamicColormap NormalLight;
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extern FDynamicColormap FullNormalLight;
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}
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extern bool NormalLightHasFixedLights;
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@ -455,6 +455,8 @@ void R_CopyStackedViewParameters()
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//
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//==========================================================================
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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void R_SetupColormap(player_t *player)
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{
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realfixedcolormap = NULL;
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@ -481,6 +483,11 @@ void R_SetupColormap(player_t *player)
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else if (player->fixedlightlevel >= 0 && player->fixedlightlevel < NUMCOLORMAPS)
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{
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fixedlightlev = player->fixedlightlevel * 256;
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// [SP] Emulate GZDoom's light-amp goggles.
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if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
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{
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fixedcolormap = FullNormalLight.Maps;
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}
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}
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}
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// [RH] Inverse light for shooting the Sigil
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@ -57,6 +57,7 @@
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CVAR(Bool, r_np2, true, 0)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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//CVAR (Int, ty, 8, 0)
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//CVAR (Int, tx, 8, 0)
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@ -313,7 +314,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
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rw_scalestep = ds->iscalestep;
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if (fixedlightlev >= 0)
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dc_colormap = basecolormap->Maps + fixedlightlev;
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dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (basecolormap->Maps + fixedlightlev);
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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@ -630,7 +631,7 @@ void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
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}
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if (fixedlightlev >= 0)
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dc_colormap = basecolormap->Maps + fixedlightlev;
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dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (basecolormap->Maps + fixedlightlev);
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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@ -1788,7 +1789,7 @@ void R_RenderSegLoop ()
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fixed_t xoffset = rw_offset;
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if (fixedlightlev >= 0)
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dc_colormap = basecolormap->Maps + fixedlightlev;
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dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (basecolormap->Maps + fixedlightlev);
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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@ -3187,11 +3188,11 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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rw_light = rw_lightleft + (x1 - WallC.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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dc_colormap = usecolormap->Maps + fixedlightlev;
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dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (usecolormap->Maps + fixedlightlev);
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
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dc_colormap = usecolormap->Maps;
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dc_colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : usecolormap->Maps;
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else
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calclighting = true;
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@ -99,6 +99,7 @@ EXTERN_CVAR (Bool, st_scale)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_drawfuzz)
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EXTERN_CVAR(Bool, r_deathcamera);
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CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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//
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// Sprite rotation 0 is facing the viewer,
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@ -548,7 +549,7 @@ void R_DrawWallSprite(vissprite_t *spr)
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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dc_colormap = usecolormap->Maps;
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dc_colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : usecolormap->Maps;
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else
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calclighting = true;
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@ -1066,7 +1067,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->deltax = float(pos.X - ViewPos.X);
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vis->deltay = float(pos.Y - ViewPos.Y);
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vis->renderflags = renderflags;
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if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
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if(thing->flags5 & MF5_BRIGHT)
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vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->Style.RenderStyle = thing->RenderStyle;
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation; // [RH] thing translation table
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@ -1140,7 +1142,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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}
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else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
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{ // full bright
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vis->Style.colormap = mybasecolormap->Maps;
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vis->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
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}
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else
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{ // diminished light
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@ -1462,11 +1464,11 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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}
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if (fixedlightlev >= 0)
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{
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vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
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vis->Style.colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (mybasecolormap->Maps + fixedlightlev);
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}
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else if (!foggy && pspr->GetState()->GetFullbright())
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{ // full bright
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vis->Style.colormap = mybasecolormap->Maps; // [RH] use basecolormap
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vis->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps; // [RH] use basecolormap
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}
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else
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{ // local light
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@ -1516,6 +1518,11 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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{
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noaccel = true;
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}
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// [SP] If emulating GZDoom fullbright, disable acceleration
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if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
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mybasecolormap = &FullNormalLight;
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if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
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mybasecolormap = &FullNormalLight;
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colormap_to_use = mybasecolormap;
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}
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else
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@ -2057,7 +2064,7 @@ void R_DrawSprite (vissprite_t *spr)
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}
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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{ // full bright
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spr->Style.colormap = mybasecolormap->Maps;
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spr->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
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}
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else
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{ // diminished light
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@ -2615,7 +2622,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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}
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else if (particle->bright)
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{
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vis->Style.colormap = map;
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vis->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : map;
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}
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else
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{
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@ -2948,6 +2948,26 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssss
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}
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}
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//==========================================================================
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//
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// [SP] Player.Viewbob
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(player, viewbob, F, PlayerPawn)
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{
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PROP_DOUBLE_PARM(z, 0);
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// [SP] Hard limits. This is to prevent terrywads from making players sick.
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// Remember - this messes with a user option who probably has it set a
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// certain way for a reason. I think a 1.5 limit is pretty generous, but
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// it may be safe to increase it. I really need opinions from people who
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// could be affected by this.
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if (z < 0.0 || z > 1.5)
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{
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I_Error("ViewBob must be between 0.0 and 1.5.");
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}
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defaults->ViewBob = z;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1002,7 +1002,7 @@ void FTextureManager::UpdateAnimations (DWORD mstime)
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, FDoorAnimation *&p, FDoorAnimation **def)
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{
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FTextureID tex = p->BaseTexture;
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FTextureID tex = p? p->BaseTexture : FNullTextureID();
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Serialize(arc, key, tex, def ? &(*def)->BaseTexture : nullptr);
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if (arc.isReading())
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{
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@ -1787,6 +1787,7 @@ DSPLYMNU_PICKUPFADE = "Pickup Flash Intensity";
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DSPLYMNU_PALLETEHACK = "DirectDraw palette hack"; // Not used
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DSPLYMNU_ATTACHEDSURFACES = "Use attached surfaces"; // Not used
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DSPLYMNU_SKYMODE = "Sky render mode";
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DSPLYMNU_GZDFULLBRIGHT = "Fullbright overrides sector color";
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DSPLYMNU_DRAWFUZZ = "Use fuzz effect";
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DSPLYMNU_TRANSSOUL = "Lost Soul translucency";
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DSPLYMNU_FAKECONTRAST = "Use fake contrast";
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@ -682,6 +682,7 @@ OptionMenu "VideoOptions"
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}
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Option "$DSPLYMNU_SKYMODE", "r_skymode", "SkyModes"
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Option "$DSPLYMNU_GZDFULLBRIGHT", "r_fullbrightignoresectorcolor", "OnOff"
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Option "$DSPLYMNU_DRAWFUZZ", "r_drawfuzz", "Fuzziness"
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Slider "$DSPLYMNU_TRANSSOUL", "transsouls", 0.25, 1.0, 0.05, 2
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Option "$DSPLYMNU_FAKECONTRAST", "r_fakecontrast", "Contrast"
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@ -35,6 +35,7 @@ class PlayerPawn : Actor native
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Player.MugShotMaxHealth 0;
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Player.FlechetteType "ArtiPoisonBag3";
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Player.AirCapacity 1;
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Player.ViewBob 1;
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Obituary "$OB_MPDEFAULT";
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}
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}
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Reference in a new issue