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- Fixed: UseType was not properly set for textures defined in TEXTURES.
- Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Fixed some problems with last revision. SVN r1040 (trunk)
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5 changed files with 23 additions and 8 deletions
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@ -1,4 +1,6 @@
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June 16, 2008 (Changes by Graf Zahl)
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June 16, 2008 (Changes by Graf Zahl)
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- Fixed: UseType was not properly set for textures defined in TEXTURES.
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- Fixed: You couldn't set an offset for sprites defined in TEXTURES.
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- Added read barriers to all actor pointers within player_t except for
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- Added read barriers to all actor pointers within player_t except for
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mo, ReadyWeapon and PendingWeapon.
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mo, ReadyWeapon and PendingWeapon.
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@ -275,7 +275,7 @@ public:
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angle_t angle; // The wanted angle that the bot try to get every tic.
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angle_t angle; // The wanted angle that the bot try to get every tic.
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// (used to get a smoth view movement)
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// (used to get a smoth view movement)
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TobjPtr<AActor> dest; // Move Destination.
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TObjPtr<AActor> dest; // Move Destination.
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TObjPtr<AActor> prev; // Previous move destination.
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TObjPtr<AActor> prev; // Previous move destination.
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@ -3135,12 +3135,14 @@ void M_Drawer ()
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int i, x, y, max;
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int i, x, y, max;
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PalEntry fade = 0;
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PalEntry fade = 0;
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const player_t *player = &players[consoleplayer];
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player_t *player = &players[consoleplayer];
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if (!screen->Accel2D && player->camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
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AActor *camera = player->camera;
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if (!screen->Accel2D && camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
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{
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{
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if (player->camera->player != NULL)
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if (camera->player != NULL)
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{
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{
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player = player->camera->player;
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player = camera->player;
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}
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}
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fade = PalEntry (BYTE(player->BlendA*255), BYTE(player->BlendR*255), BYTE(player->BlendG*255), BYTE(player->BlendB*255));
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fade = PalEntry (BYTE(player->BlendA*255), BYTE(player->BlendR*255), BYTE(player->BlendG*255), BYTE(player->BlendB*255));
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}
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}
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@ -322,7 +322,7 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
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if (last_mate == old) last_mate = replacement, changed++;
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if (last_mate == old) last_mate = replacement, changed++;
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if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
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if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
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if (PremorphWeapon == old) PremorphWeaon = static_cast<AWeapon *>(rep), changed++;
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if (PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
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if (ConversationNPC == old) ConversationNPC = replacement, changed++;
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if (ConversationNPC == old) ConversationNPC = replacement, changed++;
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if (ConversationPC == old) ConversationPC = replacement, changed++;
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if (ConversationPC == old) ConversationPC = replacement, changed++;
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return changed;
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return changed;
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@ -1166,7 +1166,7 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
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sc.MustGetStringName(",");
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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sc.MustGetNumber();
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Height = sc.Number;
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Height = sc.Number;
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UseType = FTexture::TEX_Override;
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UseType = usetype;
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if (sc.CheckString("{"))
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if (sc.CheckString("{"))
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{
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{
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@ -1203,6 +1203,18 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
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part.Texture = NULL;
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part.Texture = NULL;
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part.Translation = NULL;
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part.Translation = NULL;
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}
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}
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else if (sc.Compare("Offset"))
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{
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sc.MustGetNumber();
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LeftOffset = sc.Number;
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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TopOffset = sc.Number;
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}
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else
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{
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sc.ScriptError("Unknown texture property '%s'", sc.String);
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}
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}
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}
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NumParts = parts.Size();
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NumParts = parts.Size();
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@ -1223,7 +1235,6 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
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bRedirect = true;
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bRedirect = true;
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}
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}
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}
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}
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//DefinitionLump = sc.G deflumpnum;
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}
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}
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sc.SetCMode(false);
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sc.SetCMode(false);
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}
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}
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