- defined a constant for the crosshair menu entry's index to get a direct

reference out of the function code.
- Fixed: The BrainExplosions should not perform any collision detection. To
  achieve this their Damage value must be set to 0 when being spawned.
- Added a safety check to savegame versioning so that an invalid revision
  (reported as 0) will be handled without breaking savegame compatibility.


SVN r689 (trunk)
This commit is contained in:
Christoph Oelckers 2008-01-10 11:02:07 +00:00
parent 612d1b2fa3
commit a5265c4ec5
6 changed files with 26 additions and 6 deletions

View file

@ -1,3 +1,10 @@
January 10, 2008 (Changes by Graf Zahl)
- defined a constant for the crosshair menu entry's index to get a direct
reference out of the function code. In GZDoom the menu contains different
information.
- Fixed: The BrainExplosions should not perform any collision detection. To
achieve this their Damage value must be set to 0 when being spawned.
January 9, 2008
- Added Blzut3's SBARINFO update #6:
* Fixed: A tutti-frutti like effect would occur if transparent images were used
@ -27,6 +34,8 @@ January 9, 2008
performance boost than simply batching the quads alone did.
January 9, 2008 (Changes by Graf Zahl)
- Added a safety check to savegame versioning so that an invalid revision
(reported as 0) will be handled without breaking savegame compatibility.
- Fixed: 'Painchance' in DECORATE failed when reading custom damage type names.
- Added Karate Chris's patch for menu opening console commands.

View file

@ -190,6 +190,7 @@ static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
boom->momz = pr_brainscream() << 9;
boom->SetState (&ABossBrain::States[S_BRAINEXPLODE]);
boom->effects = 0;
boom->Damage = 0; // disables collision detection which is not wanted here
boom->tics -= pr_brainscream() & 7;
if (boom->tics < 1)
boom->tics = 1;

View file

@ -522,6 +522,8 @@ static menuitem_t VideoItems[] = {
{ discrete, "Bullet Puff Type", {&cl_pufftype}, {2.0}, {0.0}, {0.0}, {PuffTypes} },
};
#define CROSSHAIR_INDEX 6
menu_t VideoMenu =
{
"DISPLAY OPTIONS",
@ -3363,6 +3365,6 @@ void InitCrosshairsList()
}
SC_Close();
}
VideoItems[6].b.numvalues = float(Crosshairs.Size());
VideoItems[6].e.valuestrings = &Crosshairs[0];
VideoItems[CROSSHAIR_INDEX].b.numvalues = float(Crosshairs.Size());
VideoItems[CROSSHAIR_INDEX].e.valuestrings = &Crosshairs[0];
}

View file

@ -1717,7 +1717,7 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
}
}
if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
&& (tmfloorpic != thing->Sector->floorpic
&& (tmfloorpic != thing->floorpic
|| tmfloorz - thing->z != 0))
{ // must stay within a sector of a certain floor type
thing->z = oldz;

View file

@ -4,7 +4,7 @@
#include "doomtype.h"
#include "tarray.h"
class FNativeTexture;
class FNativePalette;
class FArchive;
enum

View file

@ -73,8 +73,18 @@
// SAVEVER is the version of the information stored in level snapshots.
// Note that SAVEVER is not directly comparable to VERSION.
// SAVESIG should match SAVEVER.
// MINSAVEVER is the minimum level snapshot version that can be loaded.
#define MINSAVEVER 667
#if SVN_REVISION_NUMBER == 0
// This can happen if svnrevision is not updated properly (e.g. compiling while offline)
#define SAVEVER MINSAVEVER
#define SAVESIG "ZDOOMSAVE"#SAVEVER
#else
#define SAVEVER SVN_REVISION_NUMBER
#define SAVESIG "ZDOOMSAVE"SVN_REVISION_STRING
#endif
// This is so that derivates can use the same savegame versions without worrying about engine compatibility
#define GAMESIG "ZDOOM"
@ -91,8 +101,6 @@
#define CDROM_DIR "C:\\ZDOOMDAT"
#endif
// MINSAVEVER is the minimum level snapshot version that can be loaded.
#define MINSAVEVER 667
// The maximum length of one save game description for the menus.
#define SAVESTRINGSIZE 24