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https://github.com/ZDoom/gzdoom-gles.git
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Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
a69182f9ef
5 changed files with 7 additions and 33 deletions
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@ -1566,7 +1566,7 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, boo
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tm.floorpic = *rover->top.texture;
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tm.floorterrain = rover->model->GetTerrain(rover->top.isceiling);
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}
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if (ff_bottom < tm.ceilingz && abs(delta1) >= abs(delta2))
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if (ff_bottom < tm.ceilingz && fabs(delta1) >= fabs(delta2))
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{
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tm.ceilingz = ff_bottom;
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tm.ceilingpic = *rover->bottom.texture;
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@ -237,8 +237,7 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
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pspr->y = WEAPONTOP;
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}
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pspr->oldx = pspr->x;
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pspr->oldy = pspr->y;
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pspr->firstTic = true;
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}
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return pspr;
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@ -248,9 +248,6 @@ void FConsoleWindow::AddText(const char* message)
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AddText(color, buffer);
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}
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#define CHECK_BUFFER_SPACE \
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if (pos >= sizeof buffer - 3) { reset = true; continue; }
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if (TEXTCOLOR_ESCAPE == *message)
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{
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const BYTE* colorID = reinterpret_cast<const BYTE*>(message) + 1;
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@ -268,42 +265,20 @@ void FConsoleWindow::AddText(const char* message)
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message += 2;
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}
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else if (0x1d == *message) // Opening bar character
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else if (0x1d == *message || 0x1f == *message) // Opening and closing bar characters
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{
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CHECK_BUFFER_SPACE;
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// Insert BOX DRAWINGS LIGHT LEFT AND HEAVY RIGHT
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buffer[pos++] = '\xe2';
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buffer[pos++] = '\x95';
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buffer[pos++] = '\xbc';
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buffer[pos++] = '-';
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++message;
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}
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else if (0x1e == *message) // Middle bar character
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{
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CHECK_BUFFER_SPACE;
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// Insert BOX DRAWINGS HEAVY HORIZONTAL
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buffer[pos++] = '\xe2';
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buffer[pos++] = '\x94';
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buffer[pos++] = '\x81';
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++message;
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}
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else if (0x1f == *message) // Closing bar character
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{
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CHECK_BUFFER_SPACE;
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// Insert BOX DRAWINGS HEAVY LEFT AND LIGHT RIGHT
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buffer[pos++] = '\xe2';
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buffer[pos++] = '\x95';
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buffer[pos++] = '\xbe';
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buffer[pos++] = '=';
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++message;
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}
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else
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{
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buffer[pos++] = *message++;
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}
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#undef CHECK_BUFFER_SPACE
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}
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if (0 != pos)
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@ -916,7 +916,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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// too far off the side?
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// if it's a voxel, it can be further off the side
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if ((voxel == NULL && (fabs(tx / 64) > fabs(tz))) ||
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(voxel != NULL && (fabs(tx / 128) > abs(tz))))
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(voxel != NULL && (fabs(tx / 128) > fabs(tz))))
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{
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return;
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}
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@ -244,7 +244,7 @@ ACTOR Actor native //: Thinker
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native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
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native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
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native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
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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);
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native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", float mindist = 0, int limit = 0);
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native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
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native void A_CountdownArg(int argnum, state targstate = "");
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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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