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- added jpalomo's submission to make freelook a 3-state setting, like crouch and jump. This required moving around the flags a bit so demo compatibility had to be bumped. It may also require adjustment for launchers that can set the dmflags.
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484eb347ca
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7 changed files with 25 additions and 14 deletions
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@ -422,7 +422,7 @@ CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS);
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CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP);
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CVAR (Flag, sv_allowjump, dmflags, DF_YES_JUMP);
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CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK);
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CVAR (Flag, sv_respawnsuper, dmflags, DF_RESPAWN_SUPER);
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CVAR (Flag, sv_allowfreelook, dmflags, DF_YES_FREELOOK);
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CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV);
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CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN);
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CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
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@ -439,6 +439,7 @@ CVAR (Flag, sv_coophalveammo, dmflags, DF_COOP_HALVE_AMMO);
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CVAR (Mask, sv_crouch, dmflags, DF_NO_CROUCH|DF_YES_CROUCH);
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CVAR (Mask, sv_jump, dmflags, DF_NO_JUMP|DF_YES_JUMP);
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CVAR (Mask, sv_fallingdamage, dmflags, DF_FORCE_FALLINGHX|DF_FORCE_FALLINGZD);
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CVAR (Mask, sv_freelook, dmflags, DF_NO_FREELOOK|DF_YES_FREELOOK);
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//==========================================================================
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//
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@ -510,6 +511,8 @@ CVAR (Flag, sv_noautoaim, dmflags2, DF2_NOAUTOAIM);
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CVAR (Flag, sv_dontcheckammo, dmflags2, DF2_DONTCHECKAMMO);
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CVAR (Flag, sv_killbossmonst, dmflags2, DF2_KILLBOSSMONST);
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CVAR (Flag, sv_nocountendmonst, dmflags2, DF2_NOCOUNTENDMONST);
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CVAR (Flag, sv_respawnsuper, dmflags2, DF2_RESPAWN_SUPER);
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//==========================================================================
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//
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// CVAR compatflags
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@ -254,7 +254,7 @@ enum
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DF_NO_JUMP = 1 << 16, // Don't allow jumping
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DF_YES_JUMP = 2 << 16,
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DF_NO_FREELOOK = 1 << 18, // Don't allow freelook
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DF_RESPAWN_SUPER = 1 << 19, // Respawn invulnerability and invisibility
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DF_YES_FREELOOK = 2 << 18,
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DF_NO_FOV = 1 << 20, // Only let the arbitrator set FOV (for all players)
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DF_NO_COOP_WEAPON_SPAWN = 1 << 21, // Don't spawn multiplayer weapons in coop games
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DF_NO_CROUCH = 1 << 22, // Don't allow crouching
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@ -298,6 +298,7 @@ enum
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DF2_DONTCHECKAMMO = 1 << 24, // Don't Check ammo when switching weapons.
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DF2_KILLBOSSMONST = 1 << 25, // Kills all monsters spawned by a boss cube when the boss dies
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DF2_NOCOUNTENDMONST = 1 << 26, // Do not count monsters in 'end level when dying' sectors towards kill count
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DF2_RESPAWN_SUPER = 1 << 27, // Respawn invulnerability and invisibility
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};
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// [RH] Compatibility flags.
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@ -1835,6 +1835,13 @@ void G_DoLoadGame ()
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BYTE *vars_p = (BYTE *)text;
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C_ReadCVars (&vars_p);
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delete[] text;
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if (SaveVersion <= 4509)
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{
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// account for the flag shuffling for making freelook a 3-state option
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INTBOOL flag = dmflags & DF_YES_FREELOOK;
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dmflags = dmflags & ~DF_YES_FREELOOK;
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if (flag) dmflags2 = dmflags2 | DF2_RESPAWN_SUPER;
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}
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}
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// dearchive all the modifications
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@ -1320,11 +1320,11 @@ bool FLevelLocals::IsCrouchingAllowed() const
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bool FLevelLocals::IsFreelookAllowed() const
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{
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if (level.flags & LEVEL_FREELOOK_NO)
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if (dmflags & DF_NO_FREELOOK)
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return false;
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if (level.flags & LEVEL_FREELOOK_YES)
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if (dmflags & DF_YES_FREELOOK)
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return true;
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return !(dmflags & DF_NO_FREELOOK);
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return !(level.flags & LEVEL_FREELOOK_NO);
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}
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//==========================================================================
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@ -497,7 +497,7 @@ bool AInventory::SpecialDropAction (AActor *dropper)
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bool AInventory::ShouldRespawn ()
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{
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if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags & DF_RESPAWN_SUPER)) return false;
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if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags2 & DF2_RESPAWN_SUPER)) return false;
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if (ItemFlags & IF_NEVERRESPAWN) return false;
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return !!(dmflags & DF_ITEMS_RESPAWN);
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}
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@ -51,7 +51,7 @@ const char *GetVersionString();
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// Version identifier for network games.
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// Bump it every time you do a release unless you're certain you
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// didn't change anything that will affect sync.
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#define NETGAMEVERSION 229
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#define NETGAMEVERSION 230
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// Version stored in the ini's [LastRun] section.
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// Bump it if you made some configuration change that you want to
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@ -61,11 +61,11 @@ const char *GetVersionString();
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// Protocol version used in demos.
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// Bump it if you change existing DEM_ commands or add new ones.
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// Otherwise, it should be safe to leave it alone.
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#define DEMOGAMEVERSION 0x21A
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#define DEMOGAMEVERSION 0x21B
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// Minimum demo version we can play.
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// Bump it whenever you change or remove existing DEM_ commands.
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#define MINDEMOVERSION 0x215
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#define MINDEMOVERSION 0x21B
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// SAVEVER is the version of the information stored in level snapshots.
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// Note that SAVEVER is not directly comparable to VERSION.
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4509
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#define SAVEVER 4510
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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@ -1157,7 +1157,7 @@ OptionValue FallingDM
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3, "Strife"
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}
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OptionValue JumpCrouch
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OptionValue JumpCrouchFreeLook
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{
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0, "Default"
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1, "Off"
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@ -1189,9 +1189,9 @@ OptionMenu GameplayOptions
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Option "Degeneration", "sv_degeneration", "YesNo"
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Option "Allow Autoaim", "sv_noautoaim", "NoYes"
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Option "Allow Suicide", "sv_disallowsuicide", "NoYes"
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Option "Allow jump", "sv_jump", "JumpCrouch"
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Option "Allow crouch", "sv_crouch", "JumpCrouch"
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Option "Allow freelook", "sv_nofreelook", "NoYes"
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Option "Allow jump", "sv_jump", "JumpCrouchFreeLook"
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Option "Allow crouch", "sv_crouch", "JumpCrouchFreeLook"
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Option "Allow freelook", "sv_freelook", "JumpCrouchFreeLook"
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Option "Allow FOV", "sv_nofov", "NoYes"
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Option "Allow BFG aiming", "sv_nobfgaim", "NoYes"
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Option "Allow automap", "sv_noautomap", "NoYes"
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