Merge branch 'master' into new_level_refactor

# Conflicts:
#	src/am_map.cpp
This commit is contained in:
Christoph Oelckers 2019-02-03 09:20:13 +01:00
commit 53162a8a5c
6 changed files with 16 additions and 14 deletions

View File

@ -159,6 +159,7 @@ CVAR(Int, am_drawmapback, 1, CVAR_ARCHIVE);
CVAR(Bool, am_showkeys, true, CVAR_ARCHIVE);
CVAR(Int, am_showtriggerlines, 0, CVAR_ARCHIVE);
CVAR(Int, am_showthingsprites, 0, CVAR_ARCHIVE);
CVAR (Bool, am_showkeys_always, false, CVAR_ARCHIVE);
CUSTOM_CVAR(Int, am_emptyspacemargin, 0, CVAR_ARCHIVE)
{
@ -2942,7 +2943,7 @@ void DAutomap::drawThings ()
// That is the case for all default keys, however.
if (t->IsKindOf(NAME_Key))
{
if (G_SkillProperty(SKILLP_EasyKey))
if (G_SkillProperty(SKILLP_EasyKey) || am_showkeys_always)
{
// Already drawn by AM_drawKeys(), so don't draw again
color.Index = -1;
@ -3169,7 +3170,7 @@ void DAutomap::Drawer (int bottom)
drawWalls(allmap);
drawPlayers();
if (G_SkillProperty(SKILLP_EasyKey))
if (G_SkillProperty(SKILLP_EasyKey) || am_showkeys_always)
drawKeys();
if ((am_cheat >= 2 && am_cheat != 4) || allthings)
drawThings();

View File

@ -1051,13 +1051,14 @@ void FTextureManager::Init()
// The Hexen scripts use BLANK as a blank texture, even though it's really not.
// I guess the Doom renderer must have clipped away the line at the bottom of
// the texture so it wasn't visible. I'll just map it to 0, so it really is blank.
// the texture so it wasn't visible. Change its use type to a blank null texture to really make it blank.
if (gameinfo.gametype == GAME_Hexen)
{
FTextureID tex = CheckForTexture ("BLANK", ETextureType::Wall, false);
if (tex.Exists())
{
SetTranslation (tex, 0);
auto texture = GetTexture(tex, false);
texture->UseType = ETextureType::Null;
}
}

View File

@ -180,7 +180,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
{
AActor * playermo = players[consoleplayer].camera;
FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false);
FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
// [BB] No model found for this sprite, so we can't render anything.
if (smf == nullptr)
@ -922,11 +922,10 @@ bool IsHUDModelForPlayerAvailable (player_t * player)
DPSprite *psp = player->FindPSprite(PSP_WEAPON);
if (psp == nullptr || psp->GetState() == nullptr)
if (psp == nullptr)
return false;
FState* state = psp->GetState();
FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), state->sprite, state->GetFrame(), false);
FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
return ( smf != nullptr );
}

View File

@ -513,7 +513,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (smf && !hudModelStep) continue;
if (!smf && hudModelStep) continue;

View File

@ -1621,10 +1621,11 @@ class PlayerPawn : Actor
if (!(player.cheats & CF_PREDICTING))
{
CheckEnvironment();
CheckUse();
CheckUndoMorph();
// Note that after this point the PlayerPawn may have changed due to getting unmorphed or getting its skull popped so 'self' is no longer safe to use.
// This also must not read mo into a local variable because several functions in this block can change the attached PlayerPawn.
player.mo.CheckUse();
player.mo.CheckUndoMorph();
// Cycle psprites.
// Note that after this point the PlayerPawn may have changed due to getting unmorphed so 'self' is no longer safe to use.
player.mo.TickPSprites();
// Other Counters
if (player.damagecount) player.damagecount--;

View File

@ -224,7 +224,7 @@ class StatusScreen abstract play version("2.5")
if (y < (NG_STATSY - finished.mFont.GetHeight()*3/4) * CleanYfac)
{
// don't draw 'finished' if the level name is too tall
y = DrawPatchText(y, finished, "$FINISHED");
y = DrawPatchText(y, finished, "$WI_FINISHED");
}
return y;
}
@ -243,7 +243,7 @@ class StatusScreen abstract play version("2.5")
{
int y = TITLEY * CleanYfac;
y = DrawPatchText(y, entering, "$ENTERING");
y = DrawPatchText(y, entering, "$WI_ENTERING");
y += entering.mFont.GetHeight() * CleanYfac / 4;
DrawName(y, wbs.LName1, lnametexts[1]);
}