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Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
86c7e87767
6 changed files with 37 additions and 13 deletions
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@ -438,6 +438,7 @@ PClassActor *PClassActor::GetReplacement(bool lookskill)
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}
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// The Replacement field is temporarily NULLed to prevent
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// potential infinite recursion.
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PClassActor *oldrep = ActorInfo()->Replacement;
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ActorInfo()->Replacement = nullptr;
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PClassActor *rep = Replacement;
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// Handle skill-based replacement here. It has precedence on DECORATE replacement
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@ -451,7 +452,7 @@ PClassActor *PClassActor::GetReplacement(bool lookskill)
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// Skill replacements are not recursive, contrarily to DECORATE replacements
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rep = rep->GetReplacement(false);
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// Reset the temporarily NULLed field
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ActorInfo()->Replacement = Replacement;
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ActorInfo()->Replacement = oldrep;
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return rep;
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}
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@ -1158,6 +1158,14 @@ AInventory *AActor::DropInventory (AInventory *item, int amt)
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drop->Vel += Vel;
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drop->flags &= ~MF_NOGRAVITY; // Don't float
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drop->ClearCounters(); // do not count for statistics again
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{
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// [MK] call OnDrop so item can change its drop behaviour
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IFVIRTUALPTR(drop, AInventory, OnDrop)
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{
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VMValue params[] = { drop, this };
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VMCall(func, params, 2, nullptr, 0);
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}
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}
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return drop;
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}
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@ -123,11 +123,14 @@ void FUE1Model::LoadGeometry()
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// unpack coords
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for ( int j=0; j<3; j++ )
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Poly.C[j] = FVector2(dpolys[i].uv[j][0]/255.f,dpolys[i].uv[j][1]/255.f);
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// compute facet normal
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FVector3 dir[2];
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dir[0] = verts[Poly.V[1]].Pos-verts[Poly.V[0]].Pos;
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dir[1] = verts[Poly.V[2]].Pos-verts[Poly.V[0]].Pos;
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Poly.Normal = dir[0]^dir[1];
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// compute facet normals
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for ( int j=0; j<numFrames; j++ )
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{
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FVector3 dir[2];
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dir[0] = verts[Poly.V[1]+numVerts*j].Pos-verts[Poly.V[0]+numVerts*j].Pos;
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dir[1] = verts[Poly.V[2]+numVerts*j].Pos-verts[Poly.V[0]+numVerts*j].Pos;
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Poly.Normals.Push(dir[0]^dir[1]);
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}
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// push
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polys.Push(Poly);
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}
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@ -142,7 +145,7 @@ void FUE1Model::LoadGeometry()
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for ( int k=0; k<numPolys; k++ )
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{
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if ( (polys[k].V[0] != j) && (polys[k].V[1] != j) && (polys[k].V[2] != j) ) continue;
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nsum += polys[k].Normal;
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nsum += polys[k].Normals[i];
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}
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verts[j+numVerts*i].Normal = nsum.Unit();
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}
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@ -198,6 +201,8 @@ void FUE1Model::UnloadGeometry()
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numPolys = 0;
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numGroups = 0;
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verts.Reset();
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for ( int i=0; i<numPolys; i++ )
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polys[i].Normals.Reset();
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polys.Reset();
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for ( int i=0; i<numGroups; i++ )
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groups[i].P.Reset();
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@ -275,9 +280,9 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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vert->Set(V.Pos.X,V.Pos.Y,V.Pos.Z,C.X,C.Y);
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if ( groups[j].type&PT_Curvy ) // use facet normal
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{
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vert->SetNormal(polys[groups[j].P[k]].Normal.X,
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polys[groups[j].P[k]].Normal.Y,
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polys[groups[j].P[k]].Normal.Z);
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vert->SetNormal(polys[groups[j].P[k]].Normals[i].X,
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polys[groups[j].P[k]].Normals[i].Y,
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polys[groups[j].P[k]].Normals[i].Z);
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}
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else vert->SetNormal(V.Normal.X,V.Normal.Y,V.Normal.Z);
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}
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@ -89,7 +89,7 @@ private:
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{
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int V[3];
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FVector2 C[3];
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FVector3 Normal;
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TArray<FVector3> Normals;
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};
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struct UE1Group
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{
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@ -147,7 +147,7 @@ float R_DoomLightingEquation(float light)
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lightscale = shade - vis;
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// Result is the normalized colormap index (0 bright .. 1 dark)
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return clamp(lightscale, 0.0, 31.0 / 32.0);
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return clamp(lightscale, 1.0 - light, 31.0 / 32.0);
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}
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//===========================================================================
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@ -906,7 +906,17 @@ class Inventory : Actor native
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return item;
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}
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//===========================================================================
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//
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// AInventory :: OnDrop
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//
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// Called by AActor::DropInventory. Allows items to modify how they behave
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// after being dropped.
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//
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//===========================================================================
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virtual void OnDrop (Actor dropper) {}
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}
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//===========================================================================
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