Now a child type can decide for itself how to treat 'amount'.
The scripting interfaces to this function in ACS and FraggleScript have been consolidated and also scriptified.
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
* it was never saved in savegames, leaving the state of dead bodies undefined
* it shouldn't be subjected to pointer substitution because all it contains is old dead bodies, not live ones.
# Conflicts:
# src/r_data/r_translate.cpp
Currently used for loading parameters into registers.
For checking parameters of native functions some more work is needed to get the info to the function. Currently it doesn't receive the function descriptor.
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
# Conflicts:
# src/r_data/r_sections.h
The destination mode sould be 'One', not 'InvSrcColor'.
Now both of these are available as explicit modes, not just through the optional mapping.
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/r_data/renderstyle.cpp
# src/r_data/renderstyle.h
With additional render styles from " - abstraction of render style in render state.". drfrag
# Conflicts:
# src/r_data/renderstyle.cpp
# src/r_data/renderstyle.h
With additional render styles from "- made the screen blend work for the software renderer.". drfrag
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
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.
- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.
(cherry picked from commit 9bdb0f2e49)
This is because FMapThing gets memset to 0 and changing that would cause more work than it is worth to keep the string. The only thing it is used for is the color for dynamic lights and those do not need case sensitivity so a name will just do as well, but require less adjustments elsewhere.