- Added teamgame fix for menu by Karate Chris.

- Added GZDoom's Sector_Outside sector type which forces outside fog
  regardless of ceiling texture.


SVN r670 (trunk)
This commit is contained in:
Christoph Oelckers 2008-01-06 10:05:24 +00:00
parent 59c007d5f4
commit fdbd18c50e
5 changed files with 14 additions and 4 deletions

View file

@ -1,3 +1,8 @@
January 6, 2008 (Changes by Graf Zahl)
- Added teamgame fix for menu by Karate Chris.
- Added GZDoom's Sector_Outside sector type which forces outside fog
regardless of ceiling texture.
January 6, 2008 January 6, 2008
- Fixed: Since the minimum size for a texture is 2x2, FBarShader can't use - Fixed: Since the minimum size for a texture is 2x2, FBarShader can't use
a one-dimensional texture. a one-dimensional texture.

View file

@ -300,7 +300,7 @@ static void UpdateTeam (int pnum, int team, bool update)
int oldteam; int oldteam;
if (team < 0) if (!TEAMINFO_IsValidTeam (team))
{ {
team = TEAM_None; team = TEAM_None;
} }

View file

@ -2585,7 +2585,7 @@ static void M_ChangePlayerTeam (int choice)
{ {
team = TEAM_None; team = TEAM_None;
} }
else if (!TEAMINFO_IsValidTeam (team)) else if (team == TEAM_None)
{ {
team = teams.Size () - 1; team = teams.Size () - 1;
} }
@ -2596,7 +2596,11 @@ static void M_ChangePlayerTeam (int choice)
} }
else else
{ {
if (!TEAMINFO_IsValidTeam (team)) if (team == teams.Size () - 1)
{
team = TEAM_None;
}
else if (team == TEAM_None)
{ {
team = 0; team = 0;
} }

View file

@ -353,6 +353,7 @@ typedef enum {
dDamage_LavaWimpy = 82, dDamage_LavaWimpy = 82,
dDamage_LavaHefty = 83, dDamage_LavaHefty = 83,
dScroll_EastLavaDamage = 84, dScroll_EastLavaDamage = 84,
Sector_Outside = 87,
// And here are some for Strife // And here are some for Strife
sLight_Strobe_Hurt = 104, sLight_Strobe_Hurt = 104,

View file

@ -1084,7 +1084,7 @@ void P_LoadSectors (MapData * map)
// [RH] Sectors default to white light with the default fade. // [RH] Sectors default to white light with the default fade.
// If they are outside (have a sky ceiling), they use the outside fog. // If they are outside (have a sky ceiling), they use the outside fog.
if (level.outsidefog != 0xff000000 && ss->ceilingpic == skyflatnum) if (level.outsidefog != 0xff000000 && (ss->ceilingpic == skyflatnum || (ss->special&0xff) == Sector_Outside))
{ {
if (fogMap == NULL) if (fogMap == NULL)
fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0); fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0);