As a low level feature, the CVAR management should not access game structures like actors, just to retrieve a player index. The index should be calculated by the calling code instead and passed into the function.
# Conflicts:
# src/win32/i_specialpaths.cpp
# Conflicts:
# src/p_acs.cpp
With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page.
Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.
So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.
# Conflicts:
# src/rendering/hwrenderer/postprocessing/hw_postprocess.h
# src/win32/base_sysfb.cpp
# src/win32/i_main.cpp
# src/win32/win32basevideo.cpp
# src/win32/win32glvideo.cpp
# Conflicts:
# src/version.h
# src/win32/i_main.cpp
# src/win32/i_system.cpp
# src/win32/optwin32.h
# src/win32/win32gliface.cpp
# wadsrc/static/language.enu
Only the class definition itself remains and needs to be taken care of.
# Conflicts:
# src/g_statusbar/sbarinfo_commands.cpp
# src/hu_scores.cpp
# src/scripting/thingdef_data.cpp
# Conflicts:
# src/actorinlines.h
# src/hu_scores.cpp
This seriously needs to be independent from the data store and better abstracted. More work to come to move this to its proper place.
# Conflicts:
# src/g_inventory/a_pickups.cpp
Calling the old method with a pointer to an array of unspecified length 'dirty' would be an understatement.
Now it uses a TArray to store the single elements
# Conflicts:
# src/g_shared/hudmessages.cpp
# src/v_font.cpp
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
- added a few access functions for FActorInfo variables.
With PClassActor now empty the class descriptors can finally be converted back to static data outside the class hierarchy, like they were before the scripting merge, and untangle the game data from VM internals.
- got rid of the image list in the Doom status bar. The cost of the texture lookup is mostly irrelevant here so clearer and shorter code is preferrable.
- moved the box fitting code from DrawTexture into the native function to have all coordinate calculations in one place which is necessary to implement proper alignment default handling. Without higher level functions altering positioning the default can be set to automatic alignment determination, i.e. the value's sign decides where something is placed. Of course for special cases this can be overridden.
- use ANIMDEFS to animate the inventory arrow,
- better handling of ForceScale for the fullscreen HUD that doesn't mess around with CVARs.
- moved the mug shot into the status bar, because this is global state that needs to be shared between different pieces of code which want to display a mug shot.
- SBARINFO should work off the current status bar settings instead of the ones stored in its script object