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- Removed my "backwards compatibility fix" for APROP_Speed. It turns out that
in all the public versions where monster speed is not fixed point, you couldn't modify the monster's speed due to a bug in P_Move() anyway. So there's nothing to be backward compatible with. SVN r190 (trunk)
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4 changed files with 13 additions and 10 deletions
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@ -1,3 +1,9 @@
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June 14, 2006
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- Removed my "backwards compatibility fix" for APROP_Speed. It turns out that
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in all the public versions where monster speed is not fixed point, you
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couldn't modify the monster's speed due to a bug in P_Move() anyway. So
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there's nothing to be backward compatible with.
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June 14, 2006 (Changes by Graf Zahl)
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- Fixed: Saving on maps that don't contain a MAPINFO definition didn't work.
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- Fixed: The Zip loader loaded all WADs inside a Zip into the lump directory.
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@ -24,6 +30,8 @@ June 12-14, 2006 (Changes by Graf Zahl)
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loading of non-map data.
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June 13, 2006
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- Moved level scroller information out of G_InitLevelLocals() and into
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P_FreeLevelData() so that it also gets performed at shutdown.
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- Fixed: In the past, ZDoom worked like Doom and used integral values for
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monster speeds. Now it uses fixed point so that an actor's speed property
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can always be considered is always fixed point. So DoSetActorProperty()
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@ -2228,12 +2228,6 @@ void G_InitLevelLocals ()
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compatflags.Callback();
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NormalLight.ChangeFade (level.fadeto);
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if (level.Scrolls != NULL)
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{
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delete[] level.Scrolls;
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level.Scrolls = NULL;
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}
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}
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char *CalcMapName (int episode, int level)
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@ -2004,10 +2004,6 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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break;
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case APROP_Speed:
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if (abs(value) < 128)
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{ // Backwards compatibility: Older ZDooms didn't use fixed point in A_Chase.
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value <<= FRACBITS;
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}
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actor->Speed = value;
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break;
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@ -3257,6 +3257,11 @@ void P_FreeLevelData ()
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zones = NULL;
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}
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P_FreeStrifeConversations ();
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if (level.Scrolls != NULL)
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{
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delete[] level.Scrolls;
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level.Scrolls = NULL;
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}
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}
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extern msecnode_t *headsecnode;
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