mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
62d72fb751
13 changed files with 140 additions and 157 deletions
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@ -30,8 +30,6 @@ DBot::DBot ()
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||||||
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||||||
void DBot::Clear ()
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void DBot::Clear ()
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{
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{
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savedyaw = 0;
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savedpitch = 0;
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angle = 0;
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angle = 0;
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dest = NULL;
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dest = NULL;
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prev = NULL;
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prev = NULL;
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@ -59,9 +57,15 @@ void DBot::Serialize (FArchive &arc)
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{
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{
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Super::Serialize (arc);
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Super::Serialize (arc);
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arc << savedyaw
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if (SaveVersion < 4515)
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<< savedpitch
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{
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<< angle
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angle_t savedyaw;
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int savedpitch;
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arc << savedyaw
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<< savedpitch;
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}
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arc << angle
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<< dest
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<< dest
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<< prev
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<< prev
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<< enemy
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<< enemy
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@ -165,9 +165,6 @@ public:
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void Clear ();
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void Clear ();
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void Serialize (FArchive &arc);
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void Serialize (FArchive &arc);
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angle_t savedyaw;
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int savedpitch;
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angle_t angle; // The wanted angle that the bot try to get every tic.
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angle_t angle; // The wanted angle that the bot try to get every tic.
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// (used to get a smooth view movement)
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// (used to get a smooth view movement)
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TObjPtr<AActor> dest; // Move Destination.
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TObjPtr<AActor> dest; // Move Destination.
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@ -102,7 +102,7 @@ void FCajunMaster::Main (int buf)
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BotThinkCycles.Reset();
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BotThinkCycles.Reset();
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if (consoleplayer != Net_Arbitrator || demoplayback)
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if (demoplayback)
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return;
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return;
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if (gamestate != GS_LEVEL)
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if (gamestate != GS_LEVEL)
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@ -122,37 +122,40 @@ void FCajunMaster::Main (int buf)
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BotThinkCycles.Unclock();
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BotThinkCycles.Unclock();
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}
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}
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//Add new bots?
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if (consoleplayer == Net_Arbitrator)
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if (wanted_botnum > botnum && !freeze)
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{
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{
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if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
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//Add new bots?
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if (wanted_botnum > botnum && !freeze)
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{
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{
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if (!SpawnBot (getspawned[spawn_tries]))
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if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
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wanted_botnum--;
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{
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spawn_tries++;
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if (!SpawnBot (getspawned[spawn_tries]))
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wanted_botnum--;
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spawn_tries++;
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}
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t_join--;
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}
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}
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t_join--;
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//Check if player should go observer. Or un observe
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}
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if (bot_observer && !observer && !netgame)
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{
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//Check if player should go observer. Or un observe
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Printf ("%s is now observer\n", players[consoleplayer].userinfo.GetName());
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if (bot_observer && !observer && !netgame)
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observer = true;
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{
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players[consoleplayer].mo->UnlinkFromWorld ();
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Printf ("%s is now observer\n", players[consoleplayer].userinfo.GetName());
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players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
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observer = true;
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players[consoleplayer].mo->flags2 |= MF2_FLY;
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players[consoleplayer].mo->UnlinkFromWorld ();
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players[consoleplayer].mo->LinkToWorld ();
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players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
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}
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players[consoleplayer].mo->flags2 |= MF2_FLY;
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else if (!bot_observer && observer && !netgame) //Go back
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players[consoleplayer].mo->LinkToWorld ();
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{
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}
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Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.GetName());
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else if (!bot_observer && observer && !netgame) //Go back
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observer = false;
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{
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players[consoleplayer].mo->UnlinkFromWorld ();
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Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.GetName());
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players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
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observer = false;
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players[consoleplayer].mo->flags2 &= ~MF2_FLY;
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players[consoleplayer].mo->UnlinkFromWorld ();
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players[consoleplayer].mo->LinkToWorld ();
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players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
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}
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players[consoleplayer].mo->flags2 &= ~MF2_FLY;
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players[consoleplayer].mo->LinkToWorld ();
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}
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}
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|
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m_Thinking = false;
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m_Thinking = false;
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@ -348,11 +351,8 @@ void FCajunMaster::TryAddBot (BYTE **stream, int player)
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if (DoAddBot ((BYTE *)info, skill))
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if (DoAddBot ((BYTE *)info, skill))
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{
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{
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if (consoleplayer == Net_Arbitrator)
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//Increment this.
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{
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botnum++;
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//Increment this.
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botnum++;
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}
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if (thebot != NULL)
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if (thebot != NULL)
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{
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{
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@ -561,6 +561,11 @@ int PrintString (int printlevel, const char *outline)
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maybedrawnow (false, false);
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maybedrawnow (false, false);
|
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}
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}
|
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}
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}
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else if (Logfile != NULL)
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{
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fputs (outline, Logfile);
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fflush (Logfile);
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}
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return (int)strlen (outline);
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return (int)strlen (outline);
|
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}
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}
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@ -975,25 +975,6 @@ void D_DoomLoop ()
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I_StartTic ();
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I_StartTic ();
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D_ProcessEvents ();
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D_ProcessEvents ();
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G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
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G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
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//Added by MC: For some of that bot stuff. The main bot function.
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int i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
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{
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players[i].Bot->savedyaw = players[i].mo->angle;
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players[i].Bot->savedpitch = players[i].mo->pitch;
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}
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}
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bglobal.Main (maketic%BACKUPTICS);
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for (i = 0; i < MAXPLAYERS; i++)
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|
||||||
{
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if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
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|
||||||
{
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|
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players[i].mo->angle = players[i].Bot->savedyaw;
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players[i].mo->pitch = players[i].Bot->savedpitch;
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|
||||||
}
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|
||||||
}
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|
||||||
if (advancedemo)
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if (advancedemo)
|
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D_DoAdvanceDemo ();
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D_DoAdvanceDemo ();
|
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C_Ticker ();
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C_Ticker ();
|
||||||
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111
src/d_net.cpp
111
src/d_net.cpp
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@ -691,9 +691,6 @@ void PlayerIsGone (int netnode, int netconsole)
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if (netconsole == Net_Arbitrator)
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if (netconsole == Net_Arbitrator)
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{
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{
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bglobal.RemoveAllBots(true);
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Printf("Removed all bots\n");
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// Pick a new network arbitrator
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// Pick a new network arbitrator
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for (int i = 0; i < MAXPLAYERS; i++)
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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{
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@ -824,7 +821,6 @@ void GetPackets (void)
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}
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}
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if (netbuffer[0] & NCMD_QUITTERS)
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if (netbuffer[0] & NCMD_QUITTERS)
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{
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{
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numplayers = netbuffer[k++];
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numplayers = netbuffer[k++];
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for (int i = 0; i < numplayers; ++i)
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for (int i = 0; i < numplayers; ++i)
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@ -902,64 +898,18 @@ void GetPackets (void)
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for (i = 0; i < numplayers; ++i)
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for (i = 0; i < numplayers; ++i)
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{
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{
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int node = (players[playerbytes[i]].Bot == NULL) ?
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int node = nodeforplayer[playerbytes[i]];
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nodeforplayer[playerbytes[i]] : netnode;
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SkipTicCmd (&start, nettics[node] - realstart);
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SkipTicCmd (&start, nettics[node] - realstart);
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for (tics = nettics[node]; tics < realend; tics++)
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for (tics = nettics[node]; tics < realend; tics++)
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ReadTicCmd (&start, playerbytes[i], tics);
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ReadTicCmd (&start, playerbytes[i], tics);
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}
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// Update the number of tics received from each node. This must
|
|
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// be separate from the above loop in case the master is also
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// sending bot movements. If it's not separate, then the bots
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// will only move on the master, because the other players will
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|
||||||
// read the master's tics and then think they already got all
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|
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// the tics for the bots and skip the bot tics included in the
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|
||||||
// packet.
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|
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for (i = 0; i < numplayers; ++i)
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|
||||||
{
|
|
||||||
if (players[playerbytes[i]].Bot == NULL)
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|
||||||
{
|
|
||||||
nettics[nodeforplayer[playerbytes[i]]] = realend;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
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void AdjustBots (int gameticdiv)
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nettics[nodeforplayer[playerbytes[i]]] = realend;
|
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{
|
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// [RH] This loop adjusts the bots' rotations for ticcmds that have
|
|
||||||
// been already created but not yet executed. This way, the bot is still
|
|
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// able to create ticcmds that accurately reflect the state it wants to
|
|
||||||
// be in even when gametic lags behind maketic.
|
|
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for (int i = 0; i < MAXPLAYERS; i++)
|
|
||||||
{
|
|
||||||
if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
|
|
||||||
{
|
|
||||||
players[i].Bot->savedyaw = players[i].mo->angle;
|
|
||||||
players[i].Bot->savedpitch = players[i].mo->pitch;
|
|
||||||
for (int j = gameticdiv; j < maketic/ticdup; j++)
|
|
||||||
{
|
|
||||||
players[i].mo->angle += (netcmds[i][j%BACKUPTICS].ucmd.yaw << 16) * ticdup;
|
|
||||||
players[i].mo->pitch -= (netcmds[i][j%BACKUPTICS].ucmd.pitch << 16) * ticdup;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void UnadjustBots ()
|
|
||||||
{
|
|
||||||
for (int i = 0; i < MAXPLAYERS; i++)
|
|
||||||
{
|
|
||||||
if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
|
|
||||||
{
|
|
||||||
players[i].mo->angle = players[i].Bot->savedyaw;
|
|
||||||
players[i].mo->pitch = players[i].Bot->savedpitch;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// NetUpdate
|
// NetUpdate
|
||||||
// Builds ticcmds for console player,
|
// Builds ticcmds for console player,
|
||||||
|
@ -1006,9 +956,7 @@ void NetUpdate (void)
|
||||||
newtics = 0;
|
newtics = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// build new ticcmds for console player (and bots if I am the arbitrator)
|
// build new ticcmds for console player
|
||||||
AdjustBots (gametic / ticdup);
|
|
||||||
|
|
||||||
for (i = 0; i < newtics; i++)
|
for (i = 0; i < newtics; i++)
|
||||||
{
|
{
|
||||||
I_StartTic ();
|
I_StartTic ();
|
||||||
|
@ -1018,11 +966,6 @@ void NetUpdate (void)
|
||||||
|
|
||||||
//Printf ("mk:%i ",maketic);
|
//Printf ("mk:%i ",maketic);
|
||||||
G_BuildTiccmd (&localcmds[maketic % LOCALCMDTICS]);
|
G_BuildTiccmd (&localcmds[maketic % LOCALCMDTICS]);
|
||||||
if (maketic % ticdup == 0)
|
|
||||||
{
|
|
||||||
//Added by MC: For some of that bot stuff. The main bot function.
|
|
||||||
bglobal.Main ((maketic / ticdup) % BACKUPTICS);
|
|
||||||
}
|
|
||||||
maketic++;
|
maketic++;
|
||||||
|
|
||||||
if (ticdup == 1 || maketic == 0)
|
if (ticdup == 1 || maketic == 0)
|
||||||
|
@ -1102,8 +1045,6 @@ void NetUpdate (void)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
UnadjustBots ();
|
|
||||||
|
|
||||||
if (singletics)
|
if (singletics)
|
||||||
return; // singletic update is synchronous
|
return; // singletic update is synchronous
|
||||||
|
|
||||||
|
@ -1123,14 +1064,11 @@ void NetUpdate (void)
|
||||||
|
|
||||||
if (consoleplayer == Net_Arbitrator)
|
if (consoleplayer == Net_Arbitrator)
|
||||||
{
|
{
|
||||||
for (j = 0; j < MAXPLAYERS; j++)
|
for (j = 0; j < doomcom.numnodes; j++)
|
||||||
{
|
{
|
||||||
if (playeringame[j])
|
if (nodeingame[j] && NetMode == NET_PacketServer)
|
||||||
{
|
{
|
||||||
if (players[j].Bot != NULL || NetMode == NET_PacketServer)
|
count++;
|
||||||
{
|
|
||||||
count++;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1265,15 +1203,12 @@ void NetUpdate (void)
|
||||||
netbuffer[0] |= NCMD_MULTI;
|
netbuffer[0] |= NCMD_MULTI;
|
||||||
netbuffer[k++] = count;
|
netbuffer[k++] = count;
|
||||||
|
|
||||||
for (l = 1, j = 0; j < MAXPLAYERS; j++)
|
for (l = 1, j = 0; j < doomcom.numnodes; j++)
|
||||||
{
|
{
|
||||||
if (playeringame[j] && j != playerfornode[i] && j != consoleplayer)
|
if (nodeingame[j] && j != i && j != nodeforplayer[consoleplayer] && NetMode == NET_PacketServer)
|
||||||
{
|
{
|
||||||
if (players[j].Bot != NULL || NetMode == NET_PacketServer)
|
playerbytes[l++] = playerfornode[j];
|
||||||
{
|
netbuffer[k++] = playerfornode[j];
|
||||||
playerbytes[l++] = j;
|
|
||||||
netbuffer[k++] = j;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1293,7 +1228,7 @@ void NetUpdate (void)
|
||||||
prev %= BACKUPTICS;
|
prev %= BACKUPTICS;
|
||||||
|
|
||||||
// The local player has their tics sent first, followed by
|
// The local player has their tics sent first, followed by
|
||||||
// the other players/bots.
|
// the other players.
|
||||||
if (l == 0)
|
if (l == 0)
|
||||||
{
|
{
|
||||||
WriteWord (localcmds[localstart].consistancy, &cmddata);
|
WriteWord (localcmds[localstart].consistancy, &cmddata);
|
||||||
|
@ -1308,23 +1243,17 @@ void NetUpdate (void)
|
||||||
}
|
}
|
||||||
else if (i != 0)
|
else if (i != 0)
|
||||||
{
|
{
|
||||||
if (players[playerbytes[l]].Bot != NULL)
|
int len;
|
||||||
{
|
BYTE *spec;
|
||||||
WriteWord (0, &cmddata); // fake consistancy word
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
int len;
|
|
||||||
BYTE *spec;
|
|
||||||
|
|
||||||
WriteWord (netcmds[playerbytes[l]][start].consistancy, &cmddata);
|
WriteWord (netcmds[playerbytes[l]][start].consistancy, &cmddata);
|
||||||
spec = NetSpecs[playerbytes[l]][start].GetData (&len);
|
spec = NetSpecs[playerbytes[l]][start].GetData (&len);
|
||||||
if (spec != NULL)
|
if (spec != NULL)
|
||||||
{
|
{
|
||||||
memcpy (cmddata, spec, len);
|
memcpy (cmddata, spec, len);
|
||||||
cmddata += len;
|
cmddata += len;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
WriteUserCmdMessage (&netcmds[playerbytes[l]][start].ucmd,
|
WriteUserCmdMessage (&netcmds[playerbytes[l]][start].ucmd,
|
||||||
prev >= 0 ? &netcmds[playerbytes[l]][prev].ucmd : NULL, &cmddata);
|
prev >= 0 ? &netcmds[playerbytes[l]][prev].ucmd : NULL, &cmddata);
|
||||||
}
|
}
|
||||||
|
|
|
@ -1127,6 +1127,12 @@ void G_Ticker ()
|
||||||
// check, not just the player's x position like BOOM.
|
// check, not just the player's x position like BOOM.
|
||||||
DWORD rngsum = FRandom::StaticSumSeeds ();
|
DWORD rngsum = FRandom::StaticSumSeeds ();
|
||||||
|
|
||||||
|
if ((gametic % ticdup) == 0)
|
||||||
|
{
|
||||||
|
//Added by MC: For some of that bot stuff. The main bot function.
|
||||||
|
bglobal.Main (buf);
|
||||||
|
}
|
||||||
|
|
||||||
for (i = 0; i < MAXPLAYERS; i++)
|
for (i = 0; i < MAXPLAYERS; i++)
|
||||||
{
|
{
|
||||||
if (playeringame[i])
|
if (playeringame[i])
|
||||||
|
|
|
@ -2881,9 +2881,57 @@ DACSThinker::~DACSThinker ()
|
||||||
void DACSThinker::Serialize (FArchive &arc)
|
void DACSThinker::Serialize (FArchive &arc)
|
||||||
{
|
{
|
||||||
int scriptnum;
|
int scriptnum;
|
||||||
|
int scriptcount = 0;
|
||||||
|
|
||||||
Super::Serialize (arc);
|
Super::Serialize (arc);
|
||||||
arc << Scripts << LastScript;
|
if (SaveVersion < 4515)
|
||||||
|
arc << Scripts << LastScript;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (arc.IsStoring())
|
||||||
|
{
|
||||||
|
DLevelScript *script;
|
||||||
|
script = Scripts;
|
||||||
|
while (script)
|
||||||
|
{
|
||||||
|
scriptcount++;
|
||||||
|
|
||||||
|
// We want to store this list backwards, so we can't loose the last pointer
|
||||||
|
if (script->next == NULL)
|
||||||
|
break;
|
||||||
|
script = script->next;
|
||||||
|
}
|
||||||
|
arc << scriptcount;
|
||||||
|
|
||||||
|
while (script)
|
||||||
|
{
|
||||||
|
arc << script;
|
||||||
|
script = script->prev;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// We are running through this list backwards, so the next entry is the last processed
|
||||||
|
DLevelScript *next = NULL;
|
||||||
|
arc << scriptcount;
|
||||||
|
Scripts = NULL;
|
||||||
|
LastScript = NULL;
|
||||||
|
for (int i = 0; i < scriptcount; i++)
|
||||||
|
{
|
||||||
|
arc << Scripts;
|
||||||
|
|
||||||
|
Scripts->next = next;
|
||||||
|
Scripts->prev = NULL;
|
||||||
|
if (next != NULL)
|
||||||
|
next->prev = Scripts;
|
||||||
|
|
||||||
|
next = Scripts;
|
||||||
|
|
||||||
|
if (i == 0)
|
||||||
|
LastScript = Scripts;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
if (arc.IsStoring ())
|
if (arc.IsStoring ())
|
||||||
{
|
{
|
||||||
ScriptMap::Iterator it(RunningScripts);
|
ScriptMap::Iterator it(RunningScripts);
|
||||||
|
@ -2969,7 +3017,8 @@ void DLevelScript::Serialize (FArchive &arc)
|
||||||
DWORD i;
|
DWORD i;
|
||||||
|
|
||||||
Super::Serialize (arc);
|
Super::Serialize (arc);
|
||||||
arc << next << prev;
|
if (SaveVersion < 4515)
|
||||||
|
arc << next << prev;
|
||||||
|
|
||||||
P_SerializeACSScriptNumber(arc, script, false);
|
P_SerializeACSScriptNumber(arc, script, false);
|
||||||
|
|
||||||
|
|
|
@ -606,7 +606,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
|
||||||
player->respawn_time = level.time + TICRATE;
|
player->respawn_time = level.time + TICRATE;
|
||||||
|
|
||||||
//Added by MC: Respawn bots
|
//Added by MC: Respawn bots
|
||||||
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
|
if (bglobal.botnum && !demoplayback)
|
||||||
{
|
{
|
||||||
if (player->Bot != NULL)
|
if (player->Bot != NULL)
|
||||||
player->Bot->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
|
player->Bot->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
|
||||||
|
|
|
@ -3228,7 +3228,7 @@ void AActor::Tick ()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
|
if (bglobal.botnum && !demoplayback &&
|
||||||
((flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER)))
|
((flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER)))
|
||||||
{
|
{
|
||||||
BotSupportCycles.Clock();
|
BotSupportCycles.Clock();
|
||||||
|
|
|
@ -3781,6 +3781,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// [TP] A_FaceConsolePlayer
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_FaceConsolePlayer) {
|
||||||
|
ACTION_PARAM_START (1);
|
||||||
|
ACTION_PARAM_ANGLE (MaxTurnAngle, 0);
|
||||||
|
// NOTE: It does nothing for zdoom.
|
||||||
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
//
|
//
|
||||||
// A_MonsterRefire
|
// A_MonsterRefire
|
||||||
|
@ -4678,7 +4689,7 @@ enum RadiusGiveFlags
|
||||||
RGF_OBJECTS = 1 << 3,
|
RGF_OBJECTS = 1 << 3,
|
||||||
RGF_VOODOO = 1 << 4,
|
RGF_VOODOO = 1 << 4,
|
||||||
RGF_CORPSES = 1 << 5,
|
RGF_CORPSES = 1 << 5,
|
||||||
RGF_MASK = 63,
|
RGF_MASK = 2111,
|
||||||
RGF_NOTARGET = 1 << 6,
|
RGF_NOTARGET = 1 << 6,
|
||||||
RGF_NOTRACER = 1 << 7,
|
RGF_NOTRACER = 1 << 7,
|
||||||
RGF_NOMASTER = 1 << 8,
|
RGF_NOMASTER = 1 << 8,
|
||||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
||||||
|
|
||||||
// Use 4500 as the base git save version, since it's higher than the
|
// Use 4500 as the base git save version, since it's higher than the
|
||||||
// SVN revision ever got.
|
// SVN revision ever got.
|
||||||
#define SAVEVER 4514
|
#define SAVEVER 4515
|
||||||
|
|
||||||
#define SAVEVERSTRINGIFY2(x) #x
|
#define SAVEVERSTRINGIFY2(x) #x
|
||||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||||
|
|
|
@ -186,6 +186,7 @@ ACTOR Actor native //: Thinker
|
||||||
action native A_ClearSoundTarget();
|
action native A_ClearSoundTarget();
|
||||||
action native A_FireAssaultGun();
|
action native A_FireAssaultGun();
|
||||||
action native A_CheckTerrain();
|
action native A_CheckTerrain();
|
||||||
|
action native A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP]
|
||||||
|
|
||||||
action native A_MissileAttack();
|
action native A_MissileAttack();
|
||||||
action native A_MeleeAttack();
|
action native A_MeleeAttack();
|
||||||
|
|
Loading…
Reference in a new issue