mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- Fixed: The skin loader assumed that all skin textures are in Doom patch
format. Now it calls FTexture::CreateTexture to do proper checks. - Removed the PickupSound method from FakeInventory and changed it so that it uses AInventory::PickupSound to store its custom pickup sound. - Removed the PickupMessage method from FakeInventory. This can be handled by the standard pickup message code now that it uses the meta data for the message. - Fixed: The maximum indices for StrifeTypes were inconsistent. Now the allowed range is 0-1000 in all situations. - Fixed: Setting a local SNDINFO for a map deleted all skin based sounds. - Added a crouchsprite property to the skin info. - Fixed: Crouching sprites must be checked each frame, not just each tic. - Added an srand call to D_DoomMain in order to randomize the values returned by rand which is being used to shuffle the playlist. SVN r185 (trunk)
This commit is contained in:
parent
e2179d5c2d
commit
bb5a44fc90
14 changed files with 229 additions and 104 deletions
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@ -1,3 +1,19 @@
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June 10, 2006 (Changes by Graf Zahl)
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- Fixed: The skin loader assumed that all skin textures are in Doom patch
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format. Now it calls FTexture::CreateTexture to do proper checks.
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- Removed the PickupSound method from FakeInventory and changed it so that
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it uses AInventory::PickupSound to store its custom pickup sound.
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- Removed the PickupMessage method from FakeInventory. This can be handled
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by the standard pickup message code now that it uses the meta data for the
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message.
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- Fixed: The maximum indices for StrifeTypes were inconsistent. Now the
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allowed range is 0-1000 in all situations.
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- Fixed: Setting a local SNDINFO for a map deleted all skin based sounds.
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- Added a crouchsprite property to the skin info.
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- Fixed: Crouching sprites must be checked each frame, not just each tic.
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- Added an srand call to D_DoomMain in order to randomize the values returned
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by rand which is being used to shuffle the playlist.
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June 10, 2006
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- Fixed: Information added with addkeysection and addmenukey was never freed.
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- Fixed: A classic decorate FakeInventory's PickupText was never freed.
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@ -510,6 +510,7 @@ void D_Display (bool screenshot)
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break;
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R_RefreshViewBorder ();
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P_CheckPlayerSprites();
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R_RenderActorView (players[consoleplayer].mo);
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R_DetailDouble (); // [RH] Apply detail mode expansion
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// [RH] Let cameras draw onto textures that were visible this frame.
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@ -1856,6 +1857,8 @@ void D_DoomMain (void)
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file[PATH_MAX-1] = 0;
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srand(I_MSTime());
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atterm (DObject::StaticShutdown);
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PClass::StaticInit ();
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atterm (C_DeinitConsole);
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@ -313,6 +313,9 @@ inline FArchive &operator<< (FArchive &arc, player_s *&p)
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return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
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}
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void P_CheckPlayerSprites();
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#define CROUCHSPEED (FRACUNIT/12)
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#define MAX_DN_ANGLE 56 // Max looking down angle
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#define MAX_UP_ANGLE 32 // Max looking up angle
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@ -105,16 +105,6 @@ class AFakeInventory : public AInventory
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public:
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bool Respawnable;
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const char *PickupMessage ()
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{
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const char *text = GetClass()->Meta.GetMetaString (AIMETA_PickupMessage);
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if (text == 0)
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{
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return Super::PickupMessage();
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}
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return text;
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}
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bool ShouldRespawn ()
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{
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return Respawnable && Super::ShouldRespawn();
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@ -137,18 +127,6 @@ public:
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{
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// The special was already executed by TryPickup, so do nothing here
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}
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void PlayPickupSound (AActor *toucher)
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{
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if (AttackSound != 0)
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{
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S_SoundID (toucher, CHAN_PICKUP, AttackSound, 1, ATTN_NORM);
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}
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else
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{
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Super::PlayPickupSound (toucher);
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}
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}
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};
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IMPLEMENT_STATELESS_ACTOR (AFakeInventory, Any, -1, 0)
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PROP_Flags (MF_SPECIAL)
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@ -855,7 +833,7 @@ static void ParseInsideDecoration (FActorInfo *info, AActor *defaults,
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else if (def == DEF_Pickup && SC_Compare ("PickupSound"))
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{
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SC_MustGetString ();
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inv->AttackSound = S_FindSound (sc_String);
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inv->PickupSound = S_FindSound (sc_String);
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}
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else if (def == DEF_Pickup && SC_Compare ("PickupMessage"))
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{
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@ -1905,6 +1905,7 @@ static void PutSavePic (FILE *file, int width, int height)
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// Take a snapshot of the player's view
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pic->Lock ();
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P_CheckPlayerSprites();
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R_RenderViewToCanvas (players[consoleplayer].mo, pic, 0, 0, width, height);
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screen->GetFlashedPalette (palette);
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M_CreatePNG (file, pic, palette);
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@ -65,7 +65,7 @@ TArray<FStrifeDialogueNode *> StrifeDialogues;
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// to their index in the mobjinfo table. This table indexes all
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// the Strife actor types in the order Strife had them and is
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// initialized as part of the actor's setup in infodefaults.cpp.
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const PClass *StrifeTypes[999];
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const PClass *StrifeTypes[1001];
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static menu_t ConversationMenu;
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static TArray<menuitem_t> ConversationItems;
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@ -99,7 +99,7 @@ static bool ConversationFaceTalker;
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static const PClass *GetStrifeType (int typenum)
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{
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if (typenum > 0 && typenum < 344)
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if (typenum > 0 && typenum < 1001)
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{
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return StrifeTypes[typenum];
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}
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@ -54,7 +54,7 @@ extern TArray<FStrifeDialogueNode *> StrifeDialogues;
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// to their index in the mobjinfo table. This table indexes all
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// the Strife actor types in the order Strife had them and is
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// initialized as part of the actor's setup in infodefaults.cpp.
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extern const PClass *StrifeTypes[999];
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extern const PClass *StrifeTypes[1001];
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void P_LoadStrifeConversations (const char *mapname);
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void P_FreeStrifeConversations ();
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112
src/p_user.cpp
112
src/p_user.cpp
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@ -254,20 +254,6 @@ void APlayerPawn::BeginPlay ()
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void APlayerPawn::Tick()
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{
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int crouchspriteno;
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// FIXME: Handle skins
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if (sprite == SpawnState->sprite.index && crouchsprite > 0)
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{
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crouchspriteno = crouchsprite;
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}
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else
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{
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// no sprite -> squash the existing one
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crouchspriteno = 0;
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}
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if (player != NULL && player->mo == this && player->morphTics == 0 && player->playerstate != PST_DEAD)
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{
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height = FixedMul(GetDefault()->height, player->crouchfactor);
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if (health > 0) height = GetDefault()->height;
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}
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Super::Tick();
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// Here's the place where crouching sprites should be handled
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if (player != NULL && player->crouchfactor<FRACUNIT*3/4)
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{
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if (crouchsprite != 0)
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{
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sprite = crouchsprite;
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yscale = GetDefault()->yscale;
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}
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else if (player->playerstate != PST_DEAD)
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{
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yscale = player->crouchfactor < FRACUNIT*3/4 ? GetDefault()->yscale/2 : GetDefault()->yscale;
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}
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}
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else
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{
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if (sprite == crouchsprite)
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{
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sprite = SpawnState->sprite.index;
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}
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yscale = GetDefault()->yscale;
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: AddInventory
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@ -630,6 +596,80 @@ void APlayerPawn::SpecialInvulnerabilityHandling (EInvulState setting, fixed_t *
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if (setting == INVUL_GetAlpha && pAlpha!=NULL) *pAlpha=FIXED_MAX; // indicates no change
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}
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//===========================================================================
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//
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// P_CheckPlayerSprites
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//
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// Here's the place where crouching sprites are handled
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// This must be called each frame before rendering
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//
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//===========================================================================
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void P_CheckPlayerSprites()
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{
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for(int i=0; i<MAXPLAYERS; i++)
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{
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player_t * player = &players[i];
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APlayerPawn * mo = player->mo;
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if (playeringame[i] && mo != NULL)
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{
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int crouchspriteno;
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int defyscale = mo->GetDefault()->yscale;
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if (player->userinfo.skin != 0)
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{
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defyscale = skins[player->userinfo.skin].scale;
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}
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// FIXME: Handle skins
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if (player->crouchfactor < FRACUNIT*3/4)
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{
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if (mo->sprite == mo->SpawnState->sprite.index || mo->sprite == mo->crouchsprite)
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{
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crouchspriteno = mo->crouchsprite;
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}
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else if (mo->sprite == skins[player->userinfo.skin].sprite ||
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mo->sprite == skins[player->userinfo.skin].crouchsprite)
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{
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crouchspriteno = skins[player->userinfo.skin].crouchsprite;
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}
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else
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{
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// no sprite -> squash the existing one
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crouchspriteno = -1;
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}
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if (crouchspriteno > 0)
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{
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mo->sprite = crouchspriteno;
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mo->yscale = defyscale;
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}
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else if (player->playerstate != PST_DEAD)
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{
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mo->yscale = player->crouchfactor < FRACUNIT*3/4 ? defyscale/2 : defyscale;
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}
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}
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else
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{
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if (mo->sprite == mo->crouchsprite)
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{
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mo->sprite = mo->SpawnState->sprite.index;
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}
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else if (mo->sprite == skins[player->userinfo.skin].crouchsprite)
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{
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mo->sprite = skins[player->userinfo.skin].sprite;
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}
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mo->yscale = defyscale;
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}
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}
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}
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}
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/*
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==================
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=
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@ -842,6 +842,7 @@ public:
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byte scale;
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byte game;
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int sprite;
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int crouchsprite;
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int namespc; // namespace for this skin
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};
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@ -418,7 +418,7 @@ void R_InitSkins (void)
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spritedef_t temp;
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int sndlumps[NUMSKINSOUNDS];
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char key[65];
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DWORD intname;
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DWORD intname, crouchname;
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size_t i;
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int j, k, base;
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int lastlump;
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@ -447,6 +447,7 @@ void R_InitSkins (void)
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SC_OpenLumpNum (base, "S_SKIN");
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intname = 0;
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crouchname = 0;
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// Data is stored as "key = data".
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while (SC_GetString ())
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@ -478,6 +479,12 @@ void R_InitSkins (void)
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sc_String[j] = toupper (sc_String[j]);
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intname = *((DWORD *)sc_String);
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}
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else if (0 == stricmp (key, "crouchsprite"))
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{
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for (j = 3; j >= 0; j--)
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sc_String[j] = toupper (sc_String[j]);
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crouchname = *((DWORD *)sc_String);
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}
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else if (0 == stricmp (key, "face"))
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{
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for (j = 2; j >= 0; j--)
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@ -559,42 +566,60 @@ void R_InitSkins (void)
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intname = *(DWORD *)name;
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}
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memset (sprtemp, 0xFFFF, sizeof(sprtemp));
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for (k = 0; k < MAX_SPRITE_FRAMES; ++k)
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{
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sprtemp[k].Flip = 0;
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}
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maxframe = -1;
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int basens = Wads.GetLumpNamespace(base);
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for (k = base + 1; Wads.GetLumpNamespace(k) == basens; k++)
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for(int spr = 0; spr<2; spr++)
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{
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char lname[9];
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Wads.GetLumpName (lname, k);
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if (*(DWORD *)lname == intname)
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memset (sprtemp, 0xFFFF, sizeof(sprtemp));
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for (k = 0; k < MAX_SPRITE_FRAMES; ++k)
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{
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int picnum = TexMan.AddTexture (new FPatchTexture (k, FTexture::TEX_SkinSprite));
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R_InstallSpriteLump (picnum, lname[4] - 'A', lname[5], false);
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if (lname[6])
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R_InstallSpriteLump (picnum, lname[6] - 'A', lname[7], true);
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sprtemp[k].Flip = 0;
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}
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}
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maxframe = -1;
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if (maxframe <= 0)
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{
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Printf (PRINT_BOLD, "Skin %s (#%d) has no frames. Removing.\n", skins[i].name, i);
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if (i < numskins-1)
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memmove (&skins[i], &skins[i+1], sizeof(skins[0])*(numskins-i-1));
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i--;
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continue;
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}
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if (spr == 1)
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{
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if (crouchname !=0 && crouchname != intname)
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{
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intname = crouchname;
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}
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else
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{
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skins[i].crouchsprite = -1;
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break;
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}
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}
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Wads.GetLumpName (temp.name, base+1);
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temp.name[4] = 0;
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skins[i].sprite = (int)sprites.Push (temp);
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R_InstallSprite (skins[i].sprite);
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for (k = base + 1; Wads.GetLumpNamespace(k) == basens; k++)
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{
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char lname[9];
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Wads.GetLumpName (lname, k);
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if (*(DWORD *)lname == intname)
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{
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int picnum = TexMan.CreateTexture(k, FTexture::TEX_SkinSprite);
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R_InstallSpriteLump (picnum, lname[4] - 'A', lname[5], false);
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if (lname[6])
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R_InstallSpriteLump (picnum, lname[6] - 'A', lname[7], true);
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}
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}
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if (spr == 0 && maxframe <= 0)
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{
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Printf (PRINT_BOLD, "Skin %s (#%d) has no frames. Removing.\n", skins[i].name, i);
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if (i < numskins-1)
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memmove (&skins[i], &skins[i+1], sizeof(skins[0])*(numskins-i-1));
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i--;
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continue;
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}
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Wads.GetLumpName (temp.name, base+1);
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temp.name[4] = 0;
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int sprno = (int)sprites.Push (temp);
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if (spr==0) skins[i].sprite = sprno;
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else skins[i].crouchsprite = sprno;
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R_InstallSprite (sprno);
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}
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// Register any sounds this skin provides
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aliasid = 0;
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@ -605,12 +630,12 @@ void R_InitSkins (void)
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if (j == 0 || sndlumps[j] != sndlumps[j-1])
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{
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aliasid = S_AddPlayerSound (skins[i].name, skins[i].gender,
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playersoundrefs[j], sndlumps[j]);
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playersoundrefs[j], sndlumps[j], true);
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}
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else
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{
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S_AddPlayerSoundExisting (skins[i].name, skins[i].gender,
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playersoundrefs[j], aliasid);
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playersoundrefs[j], aliasid, true);
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}
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}
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}
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|
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@ -142,6 +142,16 @@ struct FMusicVolume
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char MusicName[1];
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};
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// This is used to recreate the skin sounds after reloading SNDINFO due to a changed local one.
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struct FSavedPlayerSoundInfo
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{
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const char * pclass;
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int gender;
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int refid;
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int lumpnum;
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bool alias;
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void S_StartNamedSound (AActor *ent, fixed_t *pt, int channel,
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|
@ -154,6 +164,8 @@ extern bool IsFloat (const char *str);
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static int STACK_ARGS SortPlayerClasses (const void *a, const void *b);
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static int S_DupPlayerSound (const char *pclass, int gender, int refid, int aliasref);
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static void S_SavePlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool alias);
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static void S_RestorePlayerSounds();
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static int S_AddPlayerClass (const char *name);
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static int S_AddPlayerGender (int classnum, int gender);
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static int S_FindPlayerClass (const char *name);
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|
@ -203,6 +215,7 @@ static const char *SICommandStrings[] =
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static TArray<FRandomSoundList> S_rnd;
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static FMusicVolume *MusicVolumes;
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static TArray<FSavedPlayerSoundInfo> SavedPlayerSounds;
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static int NumPlayerReserves;
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static bool DoneReserving;
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|
@ -484,7 +497,7 @@ int S_AddPlayerSound (const char *pclass, int gender, int refid,
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lumpname ? Wads.CheckNumForName (lumpname) : -1);
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}
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int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum)
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int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool fromskin)
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{
|
||||
char fakename[MAX_SNDNAME+1];
|
||||
size_t len;
|
||||
|
@ -501,6 +514,9 @@ int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum)
|
|||
int soundlist = S_AddPlayerGender (classnum, gender);
|
||||
|
||||
PlayerSounds[soundlist + S_sfx[refid].link] = id;
|
||||
|
||||
if (fromskin) S_SavePlayerSound(pclass, gender, refid, lumpnum, false);
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
|
@ -512,12 +528,15 @@ int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum)
|
|||
//==========================================================================
|
||||
|
||||
int S_AddPlayerSoundExisting (const char *pclass, int gender, int refid,
|
||||
int aliasto)
|
||||
int aliasto, bool fromskin)
|
||||
{
|
||||
int classnum = S_AddPlayerClass (pclass);
|
||||
int soundlist = S_AddPlayerGender (classnum, gender);
|
||||
|
||||
PlayerSounds[soundlist + S_sfx[refid].link] = aliasto;
|
||||
|
||||
if (fromskin) S_SavePlayerSound(pclass, gender, refid, aliasto, true);
|
||||
|
||||
return aliasto;
|
||||
}
|
||||
|
||||
|
@ -618,7 +637,7 @@ void S_ParseSndInfo ()
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
S_RestorePlayerSounds();
|
||||
S_HashSounds ();
|
||||
S_sfx.ShrinkToFit ();
|
||||
|
||||
|
@ -873,10 +892,11 @@ static void S_AddSNDINFO (int lump)
|
|||
// $playeralias <player class> <gender> <logical name> <logical name of existing sound>
|
||||
char pclass[MAX_SNDNAME+1];
|
||||
int gender, refid;
|
||||
int soundnum;
|
||||
|
||||
S_ParsePlayerSoundCommon (pclass, gender, refid);
|
||||
S_AddPlayerSoundExisting (pclass, gender, refid,
|
||||
S_FindSoundTentative (sc_String));
|
||||
soundnum = S_FindSoundTentative (sc_String);
|
||||
S_AddPlayerSoundExisting (pclass, gender, refid, soundnum);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1296,6 +1316,44 @@ static int S_LookupPlayerSound (int classidx, int gender, int refid)
|
|||
return sndnum;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// S_SavePlayerSound / S_RestorePlayerSounds
|
||||
//
|
||||
// Restores all skin-based player sounds after changing the local SNDINFO
|
||||
// which forces a reload of the global one as well
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void S_SavePlayerSound (const char *pclass, int gender, int refid, int lumpnum, bool alias)
|
||||
{
|
||||
FSavedPlayerSoundInfo spi;
|
||||
|
||||
spi.pclass = pclass;
|
||||
spi.gender = gender;
|
||||
spi.refid = refid;
|
||||
spi.lumpnum = lumpnum;
|
||||
spi.alias = alias;
|
||||
SavedPlayerSounds.Push(spi);
|
||||
}
|
||||
|
||||
static void S_RestorePlayerSounds()
|
||||
{
|
||||
for(unsigned int i = 0; i < SavedPlayerSounds.Size(); i++)
|
||||
{
|
||||
FSavedPlayerSoundInfo * spi = &SavedPlayerSounds[i];
|
||||
if (spi->alias)
|
||||
{
|
||||
S_AddPlayerSoundExisting(spi->pclass, spi->gender, spi->refid, spi->lumpnum);
|
||||
}
|
||||
else
|
||||
{
|
||||
S_AddPlayerSound(spi->pclass, spi->gender, spi->refid, spi->lumpnum);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// S_AreSoundsEquivalent
|
||||
|
|
|
@ -198,8 +198,8 @@ int S_FindSoundByLump (int lump);
|
|||
int S_AddSound (const char *logicalname, const char *lumpname); // Add sound by lumpname
|
||||
int S_AddSoundLump (const char *logicalname, int lump); // Add sound by lump index
|
||||
int S_AddPlayerSound (const char *playerclass, const int gender, int refid, const char *lumpname);
|
||||
int S_AddPlayerSound (const char *playerclass, const int gender, int refid, int lumpnum);
|
||||
int S_AddPlayerSoundExisting (const char *playerclass, const int gender, int refid, int aliasto);
|
||||
int S_AddPlayerSound (const char *playerclass, const int gender, int refid, int lumpnum, bool fromskin=false);
|
||||
int S_AddPlayerSoundExisting (const char *playerclass, const int gender, int refid, int aliasto, bool fromskin=false);
|
||||
void S_ShrinkPlayerSoundLists ();
|
||||
|
||||
// [RH] Prints sound debug info to the screen.
|
||||
|
|
|
@ -2305,9 +2305,9 @@ static void ActorConversationID (AActor *defaults, Baggage &bag)
|
|||
|
||||
if (convid==-1) return;
|
||||
}
|
||||
if (convid<0 || convid>999)
|
||||
if (convid<0 || convid>1000)
|
||||
{
|
||||
SC_ScriptError ("ConversationID must be in the range [0,999]");
|
||||
SC_ScriptError ("ConversationID must be in the range [0,1000]");
|
||||
}
|
||||
else StrifeTypes[convid] = bag.Info->Class;
|
||||
}
|
||||
|
|
|
@ -1522,7 +1522,7 @@ void A_JumpIf(AActor * self)
|
|||
//===========================================================================
|
||||
void A_KillMaster(AActor * self)
|
||||
{
|
||||
if (self->master)
|
||||
if (self->master != NULL)
|
||||
{
|
||||
P_DamageMobj(self->master, self, self, self->master->health, MOD_UNKNOWN, DMG_NO_ARMOR);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue