- fixed: The linetarget CCMD duplicated all of the info CCMD.

- fixed: PrintActorInfo crashed due to some incomplete implementation.


SVN r1845 (trunk)
This commit is contained in:
Christoph Oelckers 2009-09-16 05:44:24 +00:00
parent 7b23effc02
commit c7a6b796f9
5 changed files with 12 additions and 8 deletions

View file

@ -1,3 +1,7 @@
September 16, 2009 (Changes by Graf Zahl)
- fixed: The linetarget CCMD duplicated all of the info CCMD.
- fixed: PrintActorInfo crashed due to some incomplete implementation.
September 15, 2009 (Changes by Graf Zahl)
- added PinkSilver's A_Respawn enhancement patch.
- added RandomSpawner update from Gez's experimental build.

View file

@ -778,7 +778,6 @@ CCMD(linetarget)
linetarget->GetClass()->TypeName.GetChars(),
linetarget->health,
linetarget->SpawnHealth());
PrintMiscActorInfo(linetarget);
}
else Printf("No target found\n");
}

View file

@ -74,14 +74,14 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
ffloor->bottom.plane = &sec2->floorplane;
ffloor->bottom.texture = &sec2->planes[sector_t::floor].Texture;
ffloor->bottom.texheight = &sec2->planes[sector_t::floor].TexZ;
ffloor->bottom.isceiling = false;
ffloor->bottom.isceiling = sector_t::floor;
}
else
{
ffloor->bottom.plane = &sec2->ceilingplane;
ffloor->bottom.texture = &sec2->planes[sector_t::ceiling].Texture;
ffloor->bottom.texheight = &sec2->planes[sector_t::ceiling].TexZ;
ffloor->bottom.isceiling = true;
ffloor->bottom.isceiling = sector_t::ceiling;
}
if (!(flags&FF_FIX))
@ -90,7 +90,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
ffloor->top.texture = &sec2->planes[sector_t::ceiling].Texture;
ffloor->top.texheight = &sec2->planes[sector_t::ceiling].TexZ;
ffloor->toplightlevel = &sec2->lightlevel;
ffloor->top.isceiling = true;
ffloor->top.isceiling = sector_t::ceiling;
}
else // FF_FIX is a special case to patch rendering holes
{
@ -98,7 +98,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
ffloor->top.texture = &sec2->planes[sector_t::floor].Texture;
ffloor->top.texheight = &sec2->planes[sector_t::floor].TexZ;
ffloor->toplightlevel = &sec->lightlevel;
ffloor->top.isceiling = false;
ffloor->top.isceiling = sector_t::floor;
ffloor->top.model = sec;
}
@ -117,12 +117,14 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
// fortunately this plane won't be rendered - otherwise this wouldn't work...
ffloor->bottom.plane=&sec->floorplane;
ffloor->bottom.model=sec;
ffloor->bottom.isceiling = sector_t::floor;
}
}
ffloor->flags = flags;
ffloor->master = master;
ffloor->alpha = transluc;
ffloor->top.vindex = ffloor->bottom.vindex = -1;
// The engine cannot handle sloped translucent floors. Sorry
if (ffloor->top.plane->a || ffloor->top.plane->b || ffloor->bottom.plane->a || ffloor->bottom.plane->b)

View file

@ -73,7 +73,8 @@ struct F3DFloor
const FTextureID * texture;
const fixed_t * texheight;
sector_t * model;
bool isceiling;
int isceiling;
int vindex;
};
planeref bottom;

View file

@ -5503,11 +5503,9 @@ void PrintMiscActorInfo(AActor * query)
FIXED2FLOAT(query->wallbouncefactor), query->BounceFlags);
for (flagi = 0; flagi < 31; flagi++)
if (query->BounceFlags & 1<<flagi) Printf(" %s", flagnamesb[flagi]);
*/
Printf("\nIts render style is %i:%s with alpha %f and the following render flags:\n\tflagsr: %x",
querystyle, (querystyle < STYLE_Count ? renderstyles[querystyle] : "Unknown"),
FIXED2FLOAT(query->alpha), query->renderflags);
/*
for (flagi = 0; flagi < 31; flagi++)
if (query->renderflags & 1<<flagi) Printf(" %s", flagnamesr[flagi]);
*/