mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
Merge branch 'maint' of https://github.com/rheit/zdoom into maint
This commit is contained in:
commit
f3d8790995
12 changed files with 86 additions and 18 deletions
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@ -367,7 +367,7 @@ int FIWadManager::CheckIWAD (const char *doomwaddir, WadStuff *wads)
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// Under UNIX OSes, the search path is:
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// 1. Current directory
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// 2. $DOOMWADDIR
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// 3. $HOME/.zdoom
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// 3. $HOME/.config/zdoom
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// 4. The share directory defined at compile time (/usr/local/share/zdoom)
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//
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// The search path can be altered by editing the IWADSearch.Directories
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@ -516,9 +516,19 @@ int FIWadManager::IdentifyVersion (TArray<FString> &wadfiles, const char *iwad,
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I_FatalError ("Cannot find a game IWAD (doom.wad, doom2.wad, heretic.wad, etc.).\n"
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"Did you install ZDoom properly? You can do either of the following:\n"
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"\n"
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#if defined(_WIN32)
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"1. Place one or more of these wads in the same directory as ZDoom.\n"
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"2. Edit your zdoom-username.ini and add the directories of your iwads\n"
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"to the list beneath [IWADSearch.Directories]");
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#elif defined(__APPLE__)
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"1. Place one or more of these wads in ~/Library/Application Support/zdoom/\n"
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"2. Edit your ~/Library/Preferences/zdoom.ini and add the directories\n"
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"of your iwads to the list beneath [IWADSearch.Directories]");
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#else
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"1. Place one or more of these wads in ~/.config/zdoom/.\n"
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"2. Edit your ~/.config/zdoom/zdoom.ini and add the directories of your\n"
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"iwads to the list beneath [IWADSearch.Directories]");
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#endif
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}
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pickwad = 0;
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@ -1048,3 +1048,14 @@ CCMD (playerinfo)
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}
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}
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}
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userinfo_t::~userinfo_t()
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{
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TMapIterator<FName, FBaseCVar *> it(*this);
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TMap<FName, FBaseCVar *>::Pair *pair;
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while (it.NextPair(pair))
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{
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delete pair->Value;
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}
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}
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@ -261,6 +261,8 @@ enum
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struct userinfo_t : TMap<FName,FBaseCVar *>
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{
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~userinfo_t();
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int GetAimDist() const
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{
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if (dmflags2 & DF2_NOAUTOAIM)
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@ -898,7 +898,7 @@ IMPLEMENT_CLASS(DSaveMenu)
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DSaveMenu::DSaveMenu(DMenu *parent, FListMenuDescriptor *desc)
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: DLoadSaveMenu(parent, desc)
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{
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strcpy (NewSaveNode.Title, "<New Save Game>");
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strcpy (NewSaveNode.Title, GStrings["NEWSAVE"]);
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NewSaveNode.bNoDelete = true;
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SaveGames.Insert(0, &NewSaveNode);
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TopItem = 0;
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@ -5562,7 +5562,8 @@ int DLevelScript::RunScript ()
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case PCD_PUSHFUNCTION:
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{
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int funcnum = NEXTBYTE;
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PushToStack(funcnum | activeBehavior->GetLibraryID());
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// Not technically a string, but since we use the same tagging mechanism
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PushToStack(TAGSTR(funcnum));
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break;
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}
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case PCD_CALL:
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@ -5578,7 +5579,7 @@ int DLevelScript::RunScript ()
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if(pcd == PCD_CALLSTACK)
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{
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funcnum = STACK(1);
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module = FBehavior::StaticGetModule(funcnum>>16);
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module = FBehavior::StaticGetModule(funcnum>>LIBRARYID_SHIFT);
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--sp;
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funcnum &= 0xFFFF; // Clear out tag
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@ -8455,7 +8456,8 @@ scriptwait:
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case PCD_SAVESTRING:
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// Saves the string
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{
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PushToStack(GlobalACSStrings.AddString(work, Stack, sp));
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const int str = GlobalACSStrings.AddString(work, Stack, sp);
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PushToStack(str);
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STRINGBUILDER_FINISH(work);
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}
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break;
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@ -256,11 +256,20 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
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{
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// The userinfo needs to be saved for real players, but it
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// needs to come from the save for bots.
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userinfo_t uibackup = dst->userinfo;
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userinfo_t uibackup;
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userinfo_t uibackup2;
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uibackup.TransferFrom(dst->userinfo);
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uibackup2.TransferFrom(src->userinfo);
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int chasecam = dst->cheats & CF_CHASECAM; // Remember the chasecam setting
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bool attackdown = dst->attackdown;
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bool usedown = dst->usedown;
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*dst = *src;
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dst->~player_t(); // ensure that the userinfo in dst does not contain anything before copying everything over.
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*dst = *src; // To avoid memory leaks at this point the userinfo in src must be empty which is taken care of by the TransferFrom call above.
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dst->cheats |= chasecam;
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if (dst->isbot)
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@ -276,10 +285,11 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
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}
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bglobal.botnum++;
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bglobal.botingame[dst - players] = true;
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dst->userinfo.TransferFrom(uibackup2);
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}
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else
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{
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dst->userinfo = uibackup;
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dst->userinfo.TransferFrom(uibackup);
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}
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// Validate the skin
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dst->userinfo.SkinNumChanged(R_FindSkin(skins[dst->userinfo.GetSkin()].name, dst->CurrentPlayerClass));
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@ -639,12 +639,21 @@ void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass,
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{
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next = actor->snext;
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// Only affect actors touching the 3D floor
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if (actor->z + actor->height > sec->floorplane.ZatPoint(actor->x, actor->y))
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fixed_t z1 = sec->floorplane.ZatPoint(actor->x, actor->y);
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fixed_t z2 = sec->ceilingplane.ZatPoint(actor->x, actor->y);
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if (z2 < z1)
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{
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// Account for Vavoom-style 3D floors
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fixed_t zz = z1;
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z1 = z2;
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z2 = zz;
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}
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if (actor->z + actor->height > z1)
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{
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// If DAMAGE_IN_AIR is used, anything not beneath the 3D floor will be
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// damaged (so, anything touching it or above it). Other 3D floors between
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// the actor and this one will not stop this effect.
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if ((flags & DAMAGE_IN_AIR) || actor->z <= sec->ceilingplane.ZatPoint(actor->x, actor->y))
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if ((flags & DAMAGE_IN_AIR) || actor->z <= z2)
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{
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// Here we pass the DAMAGE_IN_AIR flag to disable the floor check, since it
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// only works with the real sector's floor. We did the appropriate height checks
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@ -309,7 +309,6 @@ player_t::player_t()
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ConversationFaceTalker(0)
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{
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memset (&cmd, 0, sizeof(cmd));
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memset (&userinfo, 0, sizeof(userinfo));
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memset (frags, 0, sizeof(frags));
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memset (psprites, 0, sizeof(psprites));
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memset (&skill, 0, sizeof(skill));
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@ -174,7 +174,15 @@ void R_InitPlanes ()
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void R_DeinitPlanes ()
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{
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fakeActive = 0;
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R_ClearPlanes(false);
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// do not use R_ClearPlanes because at this point the screen pointer is no longer valid.
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for (int i = 0; i <= MAXVISPLANES; i++) // new code -- killough
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{
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for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
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{
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freehead = &(*freehead)->next;
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}
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}
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for (visplane_t *pl = freetail; pl != NULL; )
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{
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visplane_t *next = pl->next;
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@ -490,7 +498,7 @@ void R_MapColoredPlane (int y, int x1)
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void R_ClearPlanes (bool fullclear)
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{
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int i, max;
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int i;
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// Don't clear fake planes if not doing a full clear.
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if (!fullclear)
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@ -516,7 +524,6 @@ void R_ClearPlanes (bool fullclear)
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}
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else
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{
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max = fullclear ? MAXVISPLANES : MAXVISPLANES-1;
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for (i = 0; i <= MAXVISPLANES; i++) // new code -- killough
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{
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for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; )
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@ -524,10 +531,7 @@ void R_ClearPlanes (bool fullclear)
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freehead = &(*freehead)->next;
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}
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}
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}
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if (fullclear)
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{
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// opening / clipping determination
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clearbufshort (floorclip, viewwidth, viewheight);
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// [RH] clip ceiling to console bottom
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@ -70,6 +70,7 @@
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#include "m_bbox.h"
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#include "r_data/r_translate.h"
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#include "p_trace.h"
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#include "gstrings.h"
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static FRandom pr_camissile ("CustomActorfire");
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@ -2133,6 +2134,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
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ACTION_PARAM_FLOAT(time, 1);
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ACTION_PARAM_NAME(fontname, 2);
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if (text[0] == '$') text = GStrings(text+1);
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if (self->CheckLocalView (consoleplayer) ||
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(self->target!=NULL && self->target->CheckLocalView (consoleplayer)))
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{
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@ -2171,6 +2173,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
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float saved = con_midtime;
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FFont *font = NULL;
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if (text[0] == '$') text = GStrings(text+1);
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if (fontname != NAME_None)
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{
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font = V_GetFont(fontname);
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@ -2196,11 +2199,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_STRING(text, 0);
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if (text[0] == '$') text = GStrings(text+1);
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Printf("%s\n", text);
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ACTION_SET_RESULT(false); // Prints should never set the result for inventory state chains!
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}
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//===========================================================================
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//=========================================================================
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//
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// A_LogInt
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//
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@ -361,3 +361,18 @@ F481922F4881F74760F3C0437FD5EDD0 // map03
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// still set when returning to the origin map.
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linkfrozenprops
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}
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D62DCA9EC226DE49108D5DD9271F7631 // Cheogsh 2 map04
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{
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// Stuff in megasphere cage is positioned too low
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setthingz 1640 528
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setthingz 1641 528
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setthingz 1642 528
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setthingz 1643 528
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setthingz 1644 528
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setthingz 1645 528
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setthingz 1646 528
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setthingz 1647 528
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setthingz 1648 528
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setthingz 1649 528
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}
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@ -112,6 +112,7 @@ PD_YELLOWCO = "You need a yellow card to activate this object";
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PD_BLUESO = "You need a blue skull to activate this object";
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PD_REDSO = "You need a red skull to activate this object";
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PD_YELLOWSO = "You need a yellow skull to activate this object";
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NEWSAVE = "<New Save Game>";
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GGSAVED = "game saved.";
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HUSTR_MSGU = "[Message unsent]";
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PICKUP_PISTOL_DROPPED = "Picked up a pistol.";
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