mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- Fixed: The pointer cleanup code must also check a sector's sky box pointers.
- Fixed: Right after teleporting P_SlideMove could cause player movement. Added a check for reactiontime to prevent that. - Fixed: PainChances and Damagefactors were never freed. - Added option to A_Chase that prevents the monster from moving. - Fixed: The stained glass shards were missing the HEXENBOUNCE flag. - Added some NULL pointer checks to AActor::GiveAmmo. - Fixed: The FSwordMissile was missing the special damage handling that reduces damage when hitting a player. SVN r555 (trunk)
This commit is contained in:
parent
3b477d7022
commit
b15767c26f
17 changed files with 149 additions and 54 deletions
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@ -1,4 +1,20 @@
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October 28, 2007 (Changes by Graf Zahl)
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- Fixed: The pointer cleanup code must also check a sector's sky box pointers.
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October 27, 2007 (Changes by Graf Zahl)
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- Fixed: Right after teleporting P_SlideMove could cause player movement.
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Added a check for reactiontime to prevent that.
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- Fixed: PainChances and Damagefactors were never freed.
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- Added option to A_Chase that prevents the monster from moving.
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October 20, 2007 (Changes by Graf Zahl)
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- Added some NULL pointer checks to AActor::GiveAmmo.
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- Fixed: The FSwordMissile was missing the special damage handling that
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reduces damage when hitting a player.
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October 19, 2007 (Changes by Graf Zahl)
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- Fixed: APlayerPawn::UpdateWaterLevel must check if the actor is still
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connected to a player.
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- Fixed: POwered up weapons with a different ready state than their base
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weapon didn't change back when the powerup expired.
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- Fixed: The powered up version of Heretic's Gauntlets missed the proper
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@ -74,21 +74,21 @@ CCMD (removebots)
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Net_WriteByte (DEM_KILLBOTS);
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}
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extern bool CheckCheatmode ();
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CCMD (freeze)
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{
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if (!netgame)
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{
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if (bglobal.freeze)
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{
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bglobal.freeze = false;
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Printf ("Freeze mode off\n");
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}
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else
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{
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bglobal.freeze = true;
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Printf ("Freeze mode on\n");
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}
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}
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if (CheckCheatmode ())
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return;
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if (netgame && consoleplayer != Net_Arbitrator)
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{
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Printf ("Only player %d can use freeze mode\n", Net_Arbitrator + 1);
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return;
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}
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Net_WriteByte (DEM_GENERICCHEAT);
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Net_WriteByte (CHT_FREEZE);
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}
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CCMD (listbots)
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@ -188,6 +188,7 @@ enum ECheatCommand
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CHT_LEGO,
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CHT_RESSURECT, // [GRB]
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CHT_CLEARFROZENPROPS,
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CHT_FREEZE,
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};
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void StartChunk (int id, BYTE **stream);
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@ -46,6 +46,7 @@
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#include "i_system.h"
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#include "r_state.h"
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#include "stats.h"
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#include "a_sharedglobal.h"
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#include "autosegs.h"
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@ -507,6 +508,14 @@ void DObject::PointerSubstitution (DObject *old, DObject *notOld)
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{
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sectors[i].SoundTarget = static_cast<AActor *>(notOld);
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}
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if (sectors[i].CeilingSkyBox == old)
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{
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sectors[i].CeilingSkyBox = static_cast<ASkyViewpoint *>(notOld);
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}
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if (sectors[i].FloorSkyBox == old)
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{
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sectors[i].FloorSkyBox = static_cast<ASkyViewpoint *>(notOld);
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}
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}
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}
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}
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@ -96,6 +96,16 @@ void PClass::StaticFreeData (PClass *type)
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delete[] type->ActorInfo->OwnedStates;
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type->ActorInfo->OwnedStates = NULL;
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}
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if (type->ActorInfo->DamageFactors != NULL)
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{
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delete type->ActorInfo->DamageFactors;
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type->ActorInfo->DamageFactors = NULL;
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}
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if (type->ActorInfo->PainChances != NULL)
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{
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delete type->ActorInfo->PainChances;
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type->ActorInfo->PainChances = NULL;
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}
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delete type->ActorInfo;
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type->ActorInfo = NULL;
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}
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@ -370,7 +370,7 @@ CCMD (invuse)
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{
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if (players[consoleplayer].inventorytics == 0 || gameinfo.gametype == GAME_Strife)
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{
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SendItemUse = players[consoleplayer].mo->InvSel;
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if (players[consoleplayer].mo) SendItemUse = players[consoleplayer].mo->InvSel;
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}
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players[consoleplayer].inventorytics = 0;
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}
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@ -385,7 +385,7 @@ CCMD (use)
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CCMD (invdrop)
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{
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SendItemDrop = players[consoleplayer].mo->InvSel;
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if (players[consoleplayer].mo) SendItemDrop = players[consoleplayer].mo->InvSel;
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}
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CCMD (drop)
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@ -213,6 +213,7 @@ class AFSwordMissile : public AActor
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DECLARE_ACTOR (AFSwordMissile, AActor)
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public:
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
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int DoSpecialDamage(AActor *victim, AActor *source, int damage);
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};
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FState AFSwordMissile::States[] =
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hurtSource = false;
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}
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int AFSwordMissile::DoSpecialDamage(AActor *victim, AActor *source, int damage)
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{
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if (victim->player)
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{
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damage -= damage >> 2;
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}
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return damage;
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}
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// Fighter Sword Flame ------------------------------------------------------
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class AFSwordFlame : public AActor
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@ -14,7 +14,7 @@ static FRandom pr_serpentmeattack ("SerpentMeAttack");
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static FRandom pr_serpentgibs ("SerpentGibs");
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static FRandom pr_delaygib ("DelayGib");
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void A_DoChase(AActor * actor, bool fastchase, FState * meleestate, FState * missilestate, bool playactive, bool nightmarefast);
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void A_DoChase(AActor * actor, bool fastchase, FState * meleestate, FState * missilestate, bool playactive, bool nightmarefast,bool dontmove);
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void A_SerpentChase (AActor *);
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void A_SerpentHumpDecide (AActor *);
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@ -403,7 +403,7 @@ void A_SerpentHide (AActor *actor)
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void A_SerpentChase (AActor *actor)
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{
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A_DoChase (actor, false, actor->MeleeState, NULL, false, true);
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A_DoChase (actor, false, actor->MeleeState, NULL, false, true, false);
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}
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//============================================================================
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void A_SerpentWalk (AActor *actor)
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{
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A_DoChase (actor, false, &ASerpent::States[S_SERPENT_ATK1], NULL, true, true);
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A_DoChase (actor, false, &ASerpent::States[S_SERPENT_ATK1], NULL, true, true, false);
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}
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//============================================================================
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@ -399,6 +399,19 @@ void cht_DoCheat (player_t *player, int cheat)
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player->cheats &= ~(CF_FROZEN|CF_TOTALLYFROZEN);
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msg = "Frozen player properties turned off";
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break;
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case CHT_FREEZE:
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if (bglobal.freeze)
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{
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bglobal.freeze = false;
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msg = "Freeze mode off\n";
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}
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else
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{
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bglobal.freeze = true;
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msg = "Freeze mode on\n";
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}
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break;
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}
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if (!*msg) // [SO] Don't print blank lines!
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@ -693,13 +693,29 @@ FBehavior::FBehavior (int lumpnum, FileReader * fr, int len)
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Arrays = NULL;
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ArrayStore = NULL;
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Chunks = NULL;
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Data = NULL;
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Format = ACS_Unknown;
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LumpNum = lumpnum;
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memset (MapVarStore, 0, sizeof(MapVarStore));
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ModuleName[0] = 0;
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// Now that everything is set up, record this module as being among the loaded modules.
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// We need to do this before resolving any imports, because an import might (indirectly)
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// need to resolve exports in this module. The only things that can be exported are
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// functions and map variables, which must already be present if they're exported, so
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// this is okay.
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// This must be done first for 2 reasons:
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// 1. If not, corrupt modules cause memory leaks
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// 2. Corrupt modules won't be reported when a level is being loaded if this function quits before
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// adding it to the list.
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LibraryID = StaticModules.Push (this) << 16;
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if (fr == NULL) len = Wads.LumpLength (lumpnum);
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// Any behaviors smaller than 32 bytes cannot possibly contain anything useful.
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// (16 bytes for a completely empty behavior + 12 bytes for one script header
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// + 4 bytes for PCD_TERMINATE for an old-style object. A new-style object
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{
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MapVars[i] = &MapVarStore[i];
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}
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LibraryID = StaticModules.Push (this) << 16;
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//LibraryID = StaticModules.Push (this) << 16;
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}
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else
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{
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}
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}
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// Now that everything is set up, record this module as being among the loaded modules.
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// We need to do this before resolving any imports, because an import might (indirectly)
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// need to resolve exports in this module. The only things that can be exported are
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// functions and map variables, which must already be present if they're exported, so
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// this is okay.
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LibraryID = StaticModules.Push (this) << 16;
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// Tag the library ID to any map variables that are initialized with strings
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if (LibraryID != 0)
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{
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{
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module = StaticLoadModule (lump);
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}
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Imports.Push (module);
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if (module != NULL) Imports.Push (module);
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do ; while (parse[++i]);
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}
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++i;
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@ -1766,7 +1766,7 @@ nosee:
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//=============================================================================
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#define CLASS_BOSS_STRAFE_RANGE 64*10*FRACUNIT
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void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast)
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void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove)
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{
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int delta;
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A_Look (actor);
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if (actor->target == NULL)
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{
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A_Wander (actor);
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if (!dontmove) A_Wander (actor);
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actor->flags &= ~MF_INCHASE;
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return;
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}
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// it can be just as easily handled by a simple flag so the monsters
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// can take advantage of all the other enhancements of A_Chase.
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if (fastchase)
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if (fastchase && !dontmove)
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{
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if (actor->special2 > 0)
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{
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@ -2057,7 +2057,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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//
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// class bosses don't do this when strafing
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if (!fastchase || !actor->special2)
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if ((!fastchase || !actor->special2) && !dontmove)
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{
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// CANTLEAVEFLOORPIC handling was completely missing in the non-serpent functions.
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fixed_t oldX = actor->x;
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@ -2274,7 +2274,8 @@ enum ChaseFlags
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CHF_FASTCHASE = 1,
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CHF_NOPLAYACTIVE = 2,
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CHF_NIGHTMAREFAST = 4,
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CHF_RESURRECT = 8
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CHF_RESURRECT = 8,
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CHF_DONTMOVE = 16,
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};
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void A_Chase (AActor *actor)
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@ -2289,23 +2290,23 @@ void A_Chase (AActor *actor)
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FState *missile = StateParameters[index+1]==0? NULL : P_GetState(actor, CallingState, StateParameters[index+1]);
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A_DoChase(actor, !!(flags&CHF_FASTCHASE), melee, missile, !(flags&CHF_NOPLAYACTIVE),
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!!(flags&CHF_NIGHTMAREFAST));
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!!(flags&CHF_NIGHTMAREFAST), !!(flags&CHF_DONTMOVE));
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}
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else // this is the old default A_Chase
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{
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A_DoChase (actor, false, actor->MeleeState, actor->MissileState, true, !!(gameinfo.gametype & GAME_Raven));
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A_DoChase (actor, false, actor->MeleeState, actor->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
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}
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}
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void A_FastChase (AActor *actor)
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{
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A_DoChase (actor, true, actor->MeleeState, actor->MissileState, true, true);
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A_DoChase (actor, true, actor->MeleeState, actor->MissileState, true, true, false);
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}
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void A_VileChase (AActor *actor)
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{
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if (!P_CheckForResurrection(actor, true))
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A_DoChase (actor, false, actor->MeleeState, actor->MissileState, true, !!(gameinfo.gametype & GAME_Raven));
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A_DoChase (actor, false, actor->MeleeState, actor->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
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}
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void A_ExtChase(AActor * self)
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@ -2318,7 +2319,7 @@ void A_ExtChase(AActor * self)
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EvalExpressionI (StateParameters[index], self) ? self->MeleeState:NULL,
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EvalExpressionI (StateParameters[index+1], self) ? self->MissileState:NULL,
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EvalExpressionN (StateParameters[index+2], self),
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!!EvalExpressionI (StateParameters[index+3], self));
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!!EvalExpressionI (StateParameters[index+3], self), false);
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}
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//=============================================================================
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|
|
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@ -2151,6 +2151,9 @@ void P_SlideMove (AActor *mo, fixed_t tryx, fixed_t tryy, int numsteps)
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slidemo = mo;
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hitcount = 3;
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|
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if (mo->player && mo->reactiontime > 0)
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return; // player coming right out of a teleporter.
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retry:
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if (!--hitcount)
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|
|
|
@ -838,15 +838,22 @@ AInventory *AActor::GiveInventoryType (const PClass *type)
|
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|
||||
bool AActor::GiveAmmo (const PClass *type, int amount)
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{
|
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AInventory *item = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
|
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item->Amount = amount;
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item->flags |= MF_DROPPED;
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||||
if (!item->TryPickup (this))
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||||
if (type != NULL)
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||||
{
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||||
item->Destroy ();
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return false;
|
||||
AInventory *item = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
|
||||
if (item)
|
||||
{
|
||||
item->Amount = amount;
|
||||
item->flags |= MF_DROPPED;
|
||||
if (!item->TryPickup (this))
|
||||
{
|
||||
item->Destroy ();
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -844,17 +844,20 @@ bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
|
|||
{
|
||||
int oldlevel = waterlevel;
|
||||
bool retval = Super::UpdateWaterLevel (oldz, splash);
|
||||
if (oldlevel < 3 && waterlevel == 3)
|
||||
{ // Our head just went under.
|
||||
S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
|
||||
}
|
||||
else if (oldlevel == 3 && waterlevel < 3)
|
||||
{ // Our head just came up.
|
||||
if (player->air_finished > level.time)
|
||||
{ // We hadn't run out of air yet.
|
||||
S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
|
||||
if (player != NULL)
|
||||
{
|
||||
if (oldlevel < 3 && waterlevel == 3)
|
||||
{ // Our head just went under.
|
||||
S_Sound (this, CHAN_VOICE, "*dive", 1, ATTN_NORM);
|
||||
}
|
||||
else if (oldlevel == 3 && waterlevel < 3)
|
||||
{ // Our head just came up.
|
||||
if (player->air_finished > level.time)
|
||||
{ // We hadn't run out of air yet.
|
||||
S_Sound (this, CHAN_VOICE, "*surface", 1, ATTN_NORM);
|
||||
}
|
||||
// If we were running out of air, then ResetAirSupply() will play *gasp.
|
||||
}
|
||||
// If we were running out of air, then ResetAirSupply() will play *gasp.
|
||||
}
|
||||
return retval;
|
||||
}
|
||||
|
|
|
@ -1964,6 +1964,7 @@ void A_Burst (AActor *actor)
|
|||
mo->momy = pr_burst.Random2 () << (FRACBITS-7);
|
||||
mo->RenderStyle = actor->RenderStyle;
|
||||
mo->alpha = actor->alpha;
|
||||
mo->CopyFriendliness(actor, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -19,4 +19,5 @@ const int CHF_FASTCHASE = 1;
|
|||
const int CHF_NOPLAYACTIVE = 2;
|
||||
const int CHF_NIGHTMAREFAST = 4;
|
||||
const int CHF_RESURRECT = 8;
|
||||
const int CHF_DONTMOVE = 16;
|
||||
|
||||
|
|
|
@ -178,6 +178,7 @@ ACTOR SGShard1 : GlassShard
|
|||
Projectile
|
||||
-ACTIVATEMCROSS
|
||||
-ACTIVATEIMPACT
|
||||
+HEXENBOUNCE
|
||||
BounceFactor 0.3
|
||||
States
|
||||
{
|
||||
|
@ -198,6 +199,7 @@ ACTOR SGShard2 : GlassShard
|
|||
Projectile
|
||||
-ACTIVATEMCROSS
|
||||
-ACTIVATEIMPACT
|
||||
+HEXENBOUNCE
|
||||
BounceFactor 0.3
|
||||
States
|
||||
{
|
||||
|
@ -218,6 +220,7 @@ ACTOR SGShard3 : GlassShard
|
|||
Projectile
|
||||
-ACTIVATEMCROSS
|
||||
-ACTIVATEIMPACT
|
||||
+HEXENBOUNCE
|
||||
BounceFactor 0.3
|
||||
States
|
||||
{
|
||||
|
@ -238,6 +241,7 @@ ACTOR SGShard4 : GlassShard
|
|||
Projectile
|
||||
-ACTIVATEMCROSS
|
||||
-ACTIVATEIMPACT
|
||||
+HEXENBOUNCE
|
||||
BounceFactor 0.3
|
||||
States
|
||||
{
|
||||
|
@ -258,6 +262,7 @@ ACTOR SGShard5 : GlassShard
|
|||
Projectile
|
||||
-ACTIVATEMCROSS
|
||||
-ACTIVATEIMPACT
|
||||
+HEXENBOUNCE
|
||||
BounceFactor 0.3
|
||||
States
|
||||
{
|
||||
|
@ -278,6 +283,7 @@ ACTOR SGShard6 : GlassShard
|
|||
Projectile
|
||||
-ACTIVATEMCROSS
|
||||
-ACTIVATEIMPACT
|
||||
+HEXENBOUNCE
|
||||
BounceFactor 0.3
|
||||
States
|
||||
{
|
||||
|
@ -298,6 +304,7 @@ ACTOR SGShard7 : GlassShard
|
|||
Projectile
|
||||
-ACTIVATEMCROSS
|
||||
-ACTIVATEIMPACT
|
||||
+HEXENBOUNCE
|
||||
BounceFactor 0.3
|
||||
States
|
||||
{
|
||||
|
@ -318,6 +325,7 @@ ACTOR SGShard8 : GlassShard
|
|||
Projectile
|
||||
-ACTIVATEMCROSS
|
||||
-ACTIVATEIMPACT
|
||||
+HEXENBOUNCE
|
||||
BounceFactor 0.3
|
||||
States
|
||||
{
|
||||
|
@ -338,6 +346,7 @@ ACTOR SGShard9 : GlassShard
|
|||
Projectile
|
||||
-ACTIVATEMCROSS
|
||||
-ACTIVATEIMPACT
|
||||
+HEXENBOUNCE
|
||||
BounceFactor 0.3
|
||||
States
|
||||
{
|
||||
|
@ -358,6 +367,7 @@ ACTOR SGShard0 : GlassShard
|
|||
Projectile
|
||||
-ACTIVATEMCROSS
|
||||
-ACTIVATEIMPACT
|
||||
+HEXENBOUNCE
|
||||
BounceFactor 0.3
|
||||
States
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue