There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
Many of the simple wrappers have been moved to a separate file and the sound source handling has been abstracted.
This is only the first phase, the work is not complete yet.
Also changed the license of the sound code to BSD after verifying that this code bears no similarity to id's original sound code anymore, save for a few function names (which are due to be refactored out anyway.)
When exception is thrown from JITed code, VM stask isn't cleared during unwinding
It needs to be clear explicitly to avoid memory leaks and references to destructed objects on shutdown
https://forum.zdoom.org/viewtopic.php?t=66172
- A_BossDeath relies upon this function in particular.
- This completes CheckReplacee's purpose, allowing for varied actors to count as one particular actor, such as a Fatso for map07 and avoid lowering the walls until they are all dead.
This reverts commit 747b3dfcfe.
# Conflicts:
# libraries/asmjit/asmjit/core/compiler.h
This had to be reverted because it breaks exception handling which is a critical problem.
With the updated code any exception thrown inside code that had a JITed call stack would crash.
Many had leftover non-default constructors/ assignment operators, and some were initialized, even though the initialized data was never used.
In case of FCycler this even caused a default setting to be overwritten when used inside FDynamicLight.
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them
https://forum.zdoom.org/viewtopic.php?t=65683
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box
https://forum.zdoom.org/viewtopic.php?t=65379
Rearranged conditions to avoid accessing player from obsolete morphed pawn
Unmorphing upon death resets player in morphed actor, so player alive state should be tested first
Removed duplicate health check as well
https://forum.zdoom.org/viewtopic.php?t=65429
These are identical to the actual logs but it turned out that these texts need to be separate to avoid misbehavior.
This also disables the subtitles for the teaser because its log numbers collide with the full game.