- Added Martin Howe's fixes for morphing and DECORATE function prototypes.

- Minor fixes in texture code.


SVN r922 (trunk)
This commit is contained in:
Christoph Oelckers 2008-04-17 20:34:58 +00:00
parent 87a480041c
commit 5d0dc65044
7 changed files with 19 additions and 7 deletions

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@ -1,3 +1,7 @@
April 17, 2008 (Changes by Graf Zahl)
- Added Martin Howe's fixes for morphing and DECORATE function prototypes.
- Minor fixes in texture code.
April 16, 2008
- Fixed: The FMOD::System object was never released, only closed, so
snd_reset would eventually run into the hard limit on the total number

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@ -535,6 +535,7 @@ void APowerStrength::InitEffect ()
void APowerStrength::Tick ()
{
// Strength counts up to diminish the fade.
assert(EffectTics < (INT_MAX - 1)); // I can't see a game lasting nearly two years, but...
EffectTics += 2;
Super::Tick();
}
@ -998,6 +999,7 @@ void APowerFlight::Tick ()
// The Wings of Wrath only expire in multiplayer and non-hub games
if (!multiplayer && (level.flags & LEVEL_INFINITE_FLIGHT))
{
assert(EffectTics < INT_MAX); // I can't see a game lasting nearly two years, but...
EffectTics++;
}

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@ -42,6 +42,7 @@ struct FCopyInfo;
class FBitmap
{
protected:
BYTE *data;
int Width;
int Height;
@ -109,6 +110,11 @@ public:
return data;
}
BYTE *GetPixels()
{
return data;
}
virtual void CopyPixelDataRGB(int originx, int originy, const BYTE *patch, int srcwidth,
int srcheight, int step_x, int step_y, int rotate, int ct, FCopyInfo *inf = NULL);

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@ -121,7 +121,7 @@ FTexture::FTexture ()
: LeftOffset(0), TopOffset(0),
WidthBits(0), HeightBits(0), xScale(FRACUNIT), yScale(FRACUNIT),
UseType(TEX_Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bIsPatch(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bIsPatch(false), bComplex(false),
Rotations(0xFFFF), Width(0), Height(0), WidthMask(0), Native(NULL)
{
*Name = 0;

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@ -313,7 +313,7 @@ void A_PlaySoundEx (AActor *self)
int soundid = StateParameters[index];
ENamedName channel = ENamedName(StateParameters[index + 1]);
INTBOOL looping = StateParameters[index + 2];
INTBOOL looping = EvalExpressionI(StateParameters[index + 2], self);
int attenuation_raw = EvalExpressionI(StateParameters[index + 3], self);
int attenuation;

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@ -754,11 +754,11 @@ static int ParseMorphStyle (FScanner &sc)
{
static const char * morphstyles[]={
"MRF_ADDSTAMINA", "MRF_FULLHEALTH", "MRF_UNDOBYTOMEOFPOWER", "MRF_UNDOBYCHAOSDEVICE",
"MRF_FAILNOTELEFRAG", "MRF_FAILNOLAUGH", "MRF_WHENINVULNERABLE", NULL};
"MRF_FAILNOTELEFRAG", "MRF_FAILNOLAUGH", "MRF_WHENINVULNERABLE", "MRF_LOSEACTUALWEAPON", NULL};
static const int morphstyle_values[]={
MORPH_ADDSTAMINA, MORPH_FULLHEALTH, MORPH_UNDOBYTOMEOFPOWER, MORPH_UNDOBYCHAOSDEVICE,
MORPH_FAILNOTELEFRAG, MORPH_FAILNOLAUGH, MORPH_WHENINVULNERABLE};
MORPH_FAILNOTELEFRAG, MORPH_FAILNOLAUGH, MORPH_WHENINVULNERABLE, MORPH_LOSEACTUALWEAPON};
// May be given flags by number...
if (sc.CheckNumber())

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@ -124,7 +124,7 @@ class Actor extends Thinker
action native A_FLoopActiveSound();
action native A_LoopActiveSound();
action native A_StopSound();
action native A_PlaySoundEx(sound whattoplay, coerce name slot, optional bool looping, optional eval int attenuation);
action native A_PlaySoundEx(sound whattoplay, coerce name slot, optional eval bool looping, optional eval int attenuation);
action native A_StopSoundEx(coerce name slot);
action native A_SeekerMissile(eval int threshold, eval int turnmax);
action native A_Jump(eval int chance, state label, ...);
@ -174,8 +174,8 @@ class Actor extends Thinker
action native A_LookEx(optional eval int flags, optional eval float minseedist, optional eval float maxseedist, optional eval float maxheardist, optional eval float fov, optional state label);
action native A_ClearTarget();
action native A_JumpIfTargetInLOS (state label, optional eval float fov);
action native A_DamageMaster(int amount, optional name damagetype);
action native A_DamageChildren(int amount, optional name damagetype);
action native A_DamageMaster(eval int amount, optional name damagetype);
action native A_DamageChildren(eval int amount, optional name damagetype);
action native A_SelectWeapon(class<Weapon> whichweapon);
action native A_Punch();
}