- Fixed: player.colorrange didn't read the parameters correctly.

- Reverted an 'optimization' in d_dehacked.cpp that didn't work.


SVN r1247 (trunk)
This commit is contained in:
Christoph Oelckers 2008-09-24 23:22:55 +00:00
parent ec1cfdd236
commit b21d837b5a
3 changed files with 14 additions and 5 deletions

View file

@ -1,3 +1,11 @@
September 24, 2008 (Changes by Graf Zahl)
- Fixed: player.colorrange didn't read the parameters correctly.
- Reverted an 'optimization' in d_dehacked.cpp that didn't work.
September 23, 2008 (Changes by Graf Zahl)
- Fixed: Old style decorations forgot all inherited states when installing
their labels.
September 22, 2008 (Changes by Graf Zahl) September 22, 2008 (Changes by Graf Zahl)
- Used the one unused byte in the state structure as a flag to tell what type - Used the one unused byte in the state structure as a flag to tell what type
the NextState parameter is. The code did some rather unsafe checks with it the NextState parameter is. The code did some rather unsafe checks with it

View file

@ -2583,15 +2583,16 @@ void FinishDehPatch ()
AActor *defaults2 = GetDefaultByType (subclass); AActor *defaults2 = GetDefaultByType (subclass);
memcpy (defaults2, defaults1, sizeof(AActor)); memcpy (defaults2, defaults1, sizeof(AActor));
// Make a copy the state labels // Make a copy the replaced class's state labels
FStateDefinitions statedef;
statedef.MakeStateDefines(type);
if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory))) if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{ {
// If this is a hacked non-inventory item we must also copy AInventory's special states // If this is a hacked non-inventory item we must also copy AInventory's special states
FStateDefinitions statedef;
statedef.MakeStateDefines(type);
statedef.AddStateDefines(RUNTIME_CLASS(AInventory)->ActorInfo->StateList); statedef.AddStateDefines(RUNTIME_CLASS(AInventory)->ActorInfo->StateList);
statedef.InstallStates(subclass->ActorInfo, defaults2);
} }
statedef.InstallStates(subclass->ActorInfo, defaults2);
// Use the DECORATE replacement feature to redirect all spawns // Use the DECORATE replacement feature to redirect all spawns
// of the original class to the new one. // of the original class to the new one.

View file

@ -1835,7 +1835,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn) DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn)
{ {
PROP_INT_PARM(start, 0); PROP_INT_PARM(start, 0);
PROP_INT_PARM(end, 0); PROP_INT_PARM(end, 1);
if (start > end) if (start > end)
swap (start, end); swap (start, end);