This commit is contained in:
Christoph Oelckers 2016-05-24 13:53:52 +02:00
commit a0dc4ae738
9 changed files with 27 additions and 23 deletions

View file

@ -228,7 +228,7 @@ static const char *KeyName (int key)
if (KeyNames[key])
return KeyNames[key];
mysnprintf (name, countof(name), "#%d", key);
mysnprintf (name, countof(name), "Key_%d", key);
return name;
}

View file

@ -60,7 +60,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
for (int i = 8; i > 1; --i)
{
trail = Spawn("SentinelFX1",
self->Vec3Angle(missile->radius*i, missile->Angles.Yaw, missile->Vel.Z / 4 * i), ALLOW_REPLACE);
self->Vec3Angle(missile->radius*i, missile->Angles.Yaw, 32 + missile->Vel.Z / 4 * i), ALLOW_REPLACE);
if (trail != NULL)
{
trail->target = self;

View file

@ -6497,7 +6497,7 @@ void AActor::UpdateRenderSectorList()
while (!sec->PortalBlocksMovement(sector_t::ceiling))
{
double planeh = sec->GetPortalPlaneZ(sector_t::ceiling);
if (planeh < lasth) break; // broken setup.
if (planeh <= lasth) break; // broken setup.
if (Top() + SPRITE_SPACE < planeh) break;
lasth = planeh;
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling);
@ -6508,7 +6508,7 @@ void AActor::UpdateRenderSectorList()
while (!sec->PortalBlocksMovement(sector_t::floor))
{
double planeh = sec->GetPortalPlaneZ(sector_t::floor);
if (planeh > lasth) break; // broken setup.
if (planeh >= lasth) break; // broken setup.
if (Z() - SPRITE_SPACE > planeh) break;
lasth = planeh;
DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor);

View file

@ -3560,10 +3560,10 @@ void AActor::Tick ()
scrolltype -= Carry_East5;
BYTE dir = HereticScrollDirs[scrolltype / 5];
double carryspeed = HereticSpeedMuls[scrolltype % 5] * (1. / (32 * CARRYFACTOR));
if (scrolltype<=Carry_East35 && !(i_compatflags&COMPATF_RAVENSCROLL))
if (scrolltype < 5 && !(i_compatflags&COMPATF_RAVENSCROLL))
{
// Use speeds that actually match the scrolling textures!
carryspeed = (1 << ((scrolltype%5) - 1));
carryspeed = (1 << ((scrolltype % 5) + 15)) / 65536.;
}
scrollv.X += carryspeed * ((dir & 3) - 1);
scrollv.Y += carryspeed * (((dir & 12) >> 2) - 1);

View file

@ -497,7 +497,7 @@ static void ParseFriction (FScanner &sc, int keyword, void *fields)
friction = (0x1EB8*(sc.Float*100))/0x80 + 0xD001;
friction = clamp<double> (friction, 0, 65536.);
if (friction > ORIG_FRICTION) // ice
if (friction > ORIG_FRICTION * 65536.) // ice
movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
else
movefactor = ((friction - 0xDB34)*(0xA))/0x80;

View file

@ -790,7 +790,6 @@ void CocoaVideo::SetFullscreenMode(const int width, const int height)
}
[m_window setFrame:screenFrame display:YES];
[m_window setFrameOrigin:NSMakePoint(0.0f, 0.0f)];
}
void CocoaVideo::SetWindowedMode(const int width, const int height)

View file

@ -622,6 +622,18 @@ void R_AddLine (seg_t *line)
rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2);
rw_backfz2 = backsector->floorplane.ZatPoint(line->v2);
if (fake3D & FAKE3D_FAKEBACK)
{
if (rw_frontfz1 >= rw_backfz1 && rw_frontfz2 >= rw_backfz2)
{
fake3D |= FAKE3D_CLIPBOTFRONT;
}
if (rw_frontcz1 <= rw_backcz1 && rw_frontcz2 <= rw_backcz2)
{
fake3D |= FAKE3D_CLIPTOPFRONT;
}
}
// Cannot make these walls solid, because it can result in
// sprite clipping problems for sprites near the wall
if (rw_frontcz1 > rw_backcz1 || rw_frontcz2 > rw_backcz2)
@ -1334,14 +1346,6 @@ void R_Subsector (subsector_t *sub)
fakeFloor->validcount = validcount;
R_3D_NewClip();
}
if (frontsector->CenterFloor() >= backsector->CenterFloor())
{
fake3D |= FAKE3D_CLIPBOTFRONT;
}
if (frontsector->CenterCeiling() <= backsector->CenterCeiling())
{
fake3D |= FAKE3D_CLIPTOPFRONT;
}
R_AddLine(line); // fake
}
fakeFloor = NULL;

View file

@ -3439,7 +3439,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
if (mo)
{
mo->Vel.Z = 4 * (mo->Z() - self->Z()) * self->Height;
mo->Vel.Z = 4 * (mo->Z() - self->Z()) / self->Height;
mo->Vel.X = pr_burst.Random2() / 128.;
mo->Vel.Y = pr_burst.Random2() / 128.;
mo->RenderStyle = self->RenderStyle;
@ -5635,16 +5635,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
PARAM_FLOAT (distance);
PARAM_INT (flags);
PARAM_INT_OPT (amount) { amount = 0; }
PARAM_CLASS_OPT (filter, AActor) { filter = NULL; }
PARAM_CLASS_OPT (filter, AActor) { filter = nullptr; }
PARAM_NAME_OPT (species) { species = NAME_None; }
PARAM_FLOAT_OPT (mindist) { mindist = 0; }
PARAM_INT_OPT (limit) { limit = 0; }
// We need a valid item, valid targets, and a valid range
if (item == NULL || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance)
if (item == nullptr || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance)
{
ACTION_RETURN_INT(0);
}
bool unlimited = (limit <= 0);
if (amount == 0)
{
amount = 1;
@ -5654,7 +5655,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
if (flags & RGF_MISSILES)
{
TThinkerIterator<AActor> it;
while ((thing = it.Next()))
while ((thing = it.Next()) && ((unlimited) || (given < limit)))
{
given += DoRadiusGive(self, thing, item, amount, distance, flags, filter, species, mindist);
}
@ -5666,7 +5667,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
FMultiBlockThingsIterator it(check, self->X(), self->Y(), mid-distance, mid+distance, distance, false, self->Sector);
FMultiBlockThingsIterator::CheckResult cres;
while ((it.Next(&cres)))
while ((it.Next(&cres)) && ((unlimited) || (given < limit)))
{
given += DoRadiusGive(self, cres.thing, item, amount, distance, flags, filter, species, mindist);
}

View file

@ -237,7 +237,7 @@ ACTOR Actor native //: Thinker
native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0, int limit = 0);
native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
native void A_CountdownArg(int argnum, state targstate = "");
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);