actor+channel. Since in this case, it's really just restarting the sound, it shouldn't limit
it. (Since it's already playing, we know the limit wasn't exceeded when it started playing, so
it shouldn't be exceeded if we restart it now.)
SVN r3355 (trunk)
This is because the automap calls it with its own bindings, which effectively cancelled all
doublebindings while the automap was open.
SVN r3354 (trunk)
can't pass it to DrawTexture with a simple TAG_MORE. (Not sure why I thought the initial tag
needed to be separate, though it did catch one case where it wasn't provided.)
SVN r3351 (trunk)
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
add (or subtract) a constant to them. If you do wish to add a constant, tag must come first.
e.g. tag+3 is good, but 3+tag will not work. (As a bonus, the parser is simpler, too.)
SVN r3342 (trunk)
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (trunk)
be made to clamp other actors' pitches to within the range (-90,+90)
degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.
SVN r3323 (trunk)
A_DeathBallImpact uses these to avoid aiming at friends when the death ball
bounces. (The pointer is needed because the missile itself does the aiming,
not the player that shot it, and missiles are nobody's friends.)
SVN r3315 (trunk)
be used when for walls and floors when the renderer is paletted. The format
is very simple:
rgbtex1 paltex1
rgbtex2 paltex2
...
The first texture is the one to be used normally, and the second is the one
to be used in paletted modes.
The vid_nopalsubstitutions cvar can be used to ignore this lump.
SVN r3311 (trunk)