- added: DECORATE now allows definitions of dynamic light attachments per state.

These are fully inheritable by subclasses unlike lights defined in GLDEFS.
  The light itself still needs to defined the old way in GLDEFS though. It's only the 
  attachment that can now be done in DECORATE.

Update to ZDoom r1935:

- Removed the Actor uservar array and replaced it with user-defined variables.
  A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name
  instead of an array index. A_SetUserArray/SetUserArray/GetUserArray
  have been added to access elements in user-defined arrays.
- Rewrote wide sky texture scaling again. This time, it should work for any
  size textures at any scale. I also tried doing sky scrolling on the sky
  cylinder, but that didn't look so good, so I left it in screen space.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@577 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-10-25 15:31:09 +00:00
parent ead4444982
commit 0a8ac6a153
46 changed files with 2854 additions and 2114 deletions

View file

@ -2156,13 +2156,11 @@ void P_PlayerThink (player_t *player)
player->mo->pitch -= look;
if (look > 0)
{ // look up
if (player->mo->pitch < -ANGLE_1*MAX_UP_ANGLE)
player->mo->pitch = -ANGLE_1*MAX_UP_ANGLE;
player->mo->pitch = MAX(player->mo->pitch, screen->GetMaxViewPitch(false));
}
else
{ // look down
if (player->mo->pitch > ANGLE_1*MAX_DN_ANGLE)
player->mo->pitch = ANGLE_1*MAX_DN_ANGLE;
player->mo->pitch = MIN(player->mo->pitch, screen->GetMaxViewPitch(true));
}
}
}