mirror of https://github.com/ZDoom/gzdoom-gles.git
- a few more.
This commit is contained in:
parent
ae544fa21f
commit
522cc855ad
|
@ -693,7 +693,7 @@ bool player_t::Resurrect()
|
||||||
// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
|
// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
|
||||||
E_PlayerRespawned(int(this - players));
|
E_PlayerRespawned(int(this - players));
|
||||||
//
|
//
|
||||||
level.Behaviors.StartTypedScripts(SCRIPT_Respawn, mo, true);
|
mo->Level->Behaviors.StartTypedScripts(SCRIPT_Respawn, mo, true);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -890,7 +890,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle the different player death screams
|
// Handle the different player death screams
|
||||||
if ((((level.flags >> 15) | (dmflags)) &
|
if ((((self->Level->flags >> 15) | (dmflags)) &
|
||||||
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
|
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
|
||||||
self->Vel.Z <= -39)
|
self->Vel.Z <= -39)
|
||||||
{
|
{
|
||||||
|
@ -1009,7 +1009,7 @@ void P_FallingDamage (AActor *actor)
|
||||||
int damage;
|
int damage;
|
||||||
double vel;
|
double vel;
|
||||||
|
|
||||||
damagestyle = ((level.flags >> 15) | (dmflags)) &
|
damagestyle = ((actor->Level->flags >> 15) | (dmflags)) &
|
||||||
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
|
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
|
||||||
|
|
||||||
if (damagestyle == 0)
|
if (damagestyle == 0)
|
||||||
|
@ -1110,7 +1110,7 @@ void P_CheckMusicChange(player_t *player)
|
||||||
{
|
{
|
||||||
if (player->MUSINFOactor->args[0] != 0)
|
if (player->MUSINFOactor->args[0] != 0)
|
||||||
{
|
{
|
||||||
FName *music = level.info->MusicMap.CheckKey(player->MUSINFOactor->args[0]);
|
FName *music = player->MUSINFOactor->Level->info->MusicMap.CheckKey(player->MUSINFOactor->args[0]);
|
||||||
|
|
||||||
if (music != NULL)
|
if (music != NULL)
|
||||||
{
|
{
|
||||||
|
@ -1248,7 +1248,6 @@ void P_PredictionLerpReset()
|
||||||
|
|
||||||
bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &result, float scale)
|
bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &result, float scale)
|
||||||
{
|
{
|
||||||
//DVector2 pfrom = level.Displacements.getOffset(from.portalgroup, to.portalgroup);
|
|
||||||
DVector3 vecFrom = from.pos;
|
DVector3 vecFrom = from.pos;
|
||||||
DVector3 vecTo = to.pos;
|
DVector3 vecTo = to.pos;
|
||||||
DVector3 vecResult;
|
DVector3 vecResult;
|
||||||
|
@ -1683,7 +1682,7 @@ bool P_IsPlayerTotallyFrozen(const player_t *player)
|
||||||
return
|
return
|
||||||
gamestate == GS_TITLELEVEL ||
|
gamestate == GS_TITLELEVEL ||
|
||||||
player->cheats & CF_TOTALLYFROZEN ||
|
player->cheats & CF_TOTALLYFROZEN ||
|
||||||
((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
|
((player->mo->Level->flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1035,7 +1035,7 @@ void FLevelLocals::CreateLinkedPortals()
|
||||||
if (linkedPortals.Size() > 0)
|
if (linkedPortals.Size() > 0)
|
||||||
{
|
{
|
||||||
// We need to relink all actors that may touch a linked line portal
|
// We need to relink all actors that may touch a linked line portal
|
||||||
auto it = Level->GetThinkerIterator<AActor>();
|
auto it = GetThinkerIterator<AActor>();
|
||||||
AActor *actor;
|
AActor *actor;
|
||||||
while ((actor = it.Next()))
|
while ((actor = it.Next()))
|
||||||
{
|
{
|
||||||
|
|
|
@ -2136,11 +2136,11 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, char *&pstr
|
||||||
//
|
//
|
||||||
// This is a bit of a cheat because it never actually writes out the pointer.
|
// This is a bit of a cheat because it never actually writes out the pointer.
|
||||||
// The rules for levels are that they must be self-contained.
|
// The rules for levels are that they must be self-contained.
|
||||||
// No level and no pbject that is part of a level may reference a different level.
|
// No level and no pbject that is part of a level may reference a different one.
|
||||||
//
|
//
|
||||||
// When writing, this merely checks if the rules are obeyed and if not errors out.
|
// When writing, this merely checks if the rules are obeyed and if not errors out.
|
||||||
// When reading, it assumes that the object was properly written and restores
|
// When reading, it assumes that the object was properly written and restores
|
||||||
// the reference from the owning level.
|
// the reference from the owning level
|
||||||
//
|
//
|
||||||
// The only exception are null pointers which are allowed
|
// The only exception are null pointers which are allowed
|
||||||
//
|
//
|
||||||
|
@ -2159,7 +2159,7 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, FLevelLocal
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// This MUST be the currently serialized level. Anything else will error out here as a sanity check.
|
// This MUST be the currently serialized level, anything else will error out here as a sanity check.
|
||||||
if (arc.Level == nullptr || lev != arc.Level)
|
if (arc.Level == nullptr || lev != arc.Level)
|
||||||
{
|
{
|
||||||
I_Error("Attempt to serialize invalid level reference");
|
I_Error("Attempt to serialize invalid level reference");
|
||||||
|
|
|
@ -489,7 +489,7 @@ static bool Cht_ChangeStartSpot (cheatseq_t *cheat)
|
||||||
{
|
{
|
||||||
char cmd[64];
|
char cmd[64];
|
||||||
|
|
||||||
mysnprintf (cmd, countof(cmd), "changemap %s %c", level.MapName.GetChars(), cheat->Args[0]);
|
mysnprintf (cmd, countof(cmd), "changemap %s %c", currentUILevel->MapName.GetChars(), cheat->Args[0]);
|
||||||
C_DoCommand (cmd);
|
C_DoCommand (cmd);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
|
@ -271,7 +271,6 @@ static int ParseStandardProperty(FScanner &scanner, UMapEntry *mape)
|
||||||
scanner.MustGetValue(false);
|
scanner.MustGetValue(false);
|
||||||
int tag = scanner.Number;
|
int tag = scanner.Number;
|
||||||
// allow no 0-tag specials here, unless a level exit.
|
// allow no 0-tag specials here, unless a level exit.
|
||||||
#pragma message("Fixme: This needs to be evaluated at run time")
|
|
||||||
if (tag != 0 || special == 11 || special == 51 || special == 52 || special == 124)
|
if (tag != 0 || special == 11 || special == 51 || special == 52 || special == 124)
|
||||||
{
|
{
|
||||||
// This cannot be evaluated here because this needs to be done in the context of the level being used.
|
// This cannot be evaluated here because this needs to be done in the context of the level being used.
|
||||||
|
|
|
@ -93,6 +93,7 @@ void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
|
||||||
void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend)
|
void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend)
|
||||||
{
|
{
|
||||||
int cnt;
|
int cnt;
|
||||||
|
auto Level = CPlayer->mo->Level;
|
||||||
|
|
||||||
// [RH] All powerups can affect the screen blending now
|
// [RH] All powerups can affect the screen blending now
|
||||||
for (AActor *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
|
for (AActor *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
|
||||||
|
@ -175,18 +176,18 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
|
||||||
{
|
{
|
||||||
if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8))
|
if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8))
|
||||||
{
|
{
|
||||||
float r = ((level.hazardflash & 0xff0000) >> 16) / 255.f;
|
float r = ((Level->hazardflash & 0xff0000) >> 16) / 255.f;
|
||||||
float g = ((level.hazardflash & 0xff00) >> 8) / 255.f;
|
float g = ((Level->hazardflash & 0xff00) >> 8) / 255.f;
|
||||||
float b = ((level.hazardflash & 0xff)) / 255.f;
|
float b = ((Level->hazardflash & 0xff)) / 255.f;
|
||||||
V_AddBlend (r, g, b, 0.125f, blend);
|
V_AddBlend (r, g, b, 0.125f, blend);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
cnt= MIN(CPlayer->hazardcount/8, 64);
|
cnt= MIN(CPlayer->hazardcount/8, 64);
|
||||||
float r = ((level.hazardcolor & 0xff0000) >> 16) / 255.f;
|
float r = ((Level->hazardcolor & 0xff0000) >> 16) / 255.f;
|
||||||
float g = ((level.hazardcolor & 0xff00) >> 8) / 255.f;
|
float g = ((Level->hazardcolor & 0xff00) >> 8) / 255.f;
|
||||||
float b = ((level.hazardcolor & 0xff)) / 255.f;
|
float b = ((Level->hazardcolor & 0xff)) / 255.f;
|
||||||
V_AddBlend (r, g, b, cnt/93.2571428571f, blend);
|
V_AddBlend (r, g, b, cnt/93.2571428571f, blend);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -79,8 +79,7 @@ CUSTOM_CVAR (Float, Gamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||||
|
|
||||||
CCMD (bumpgamma)
|
CCMD (bumpgamma)
|
||||||
{
|
{
|
||||||
// [RH] Gamma correction tables are now generated
|
// [RH] Gamma correction tables are now generated on the fly for *any* gamma level
|
||||||
// on the fly for *any* gamma level.
|
|
||||||
// Q: What are reasonable limits to use here?
|
// Q: What are reasonable limits to use here?
|
||||||
|
|
||||||
float newgamma = Gamma + 0.1f;
|
float newgamma = Gamma + 0.1f;
|
||||||
|
|
Loading…
Reference in New Issue