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Update to ZDoom r1600:
- Fixed: When setting up a deep water sector with Transfer_Heights the floorclip information of all actors in the sector needs to be updated. - Fixed: A_CountdownArg and A_Die must ensure a certain kill. - Fixed: When using Win32 mouse, windowed mode, alt-tabbing away and then clicking on the window's title bar moved it practically off the screen. - Beginnings of i_input.cpp rewrite: Win32 and DirectInput mouse handling has been moved into classes. - Changed bounce flags into a property and added real bouncing sound properties. Compatibility modes to preserve use of the SeeSound are present and the old flags map to these. - Fixed: The SBARINFO parser compared an FString in the GAMEINFO with a NULL pointer and tried to load a lump with an empty name as statusbar script for non-Doom games. - Fixed: SetSoundPaused() still needs to call S_PauseSound() to pause music that isn't piped through the digital sound system. (Was removed in r1004.) - Added input buffering to the Implode and Shrink routines for a marked speedup. - Replaced the Shanno-Fano/Huffman reading routines from FZipExploder with ones of my own devising, based solely on the specs in the APPNOTE. - Found a copy of PKZIP 1.1 and verified that Implode support works with files that use a literal table and 8k dictionary, and that the just-added Shrink support works at all. - Replaced the bit-at-a-time Shannon-Fano decoder from GunZip.c64 with the word-at-a-time one from 7-Zip for a slight speedup when working with Imploded files. - Fixed: Monsters should not check the inventory for damage absorbtion when they have the MF5_NODAMAGE flag set. - Added patch for saving automap zoom. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@328 b0f79afe-0144-0410-b225-9a4edf0717df
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@ -1158,10 +1158,9 @@ void R_SetupFrame (AActor *actor)
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// killough 3/20/98, 4/4/98: select colormap based on player status
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// [RH] Can also select a blend
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if (viewsector->heightsec &&
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!(viewsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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const sector_t *s = viewsector->GetHeightSec();
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if (s != NULL)
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{
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const sector_t *s = viewsector->heightsec;
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newblend = viewz < s->floorplane.ZatPoint (viewx, viewy)
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? s->bottommap
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: viewz > s->ceilingplane.ZatPoint (viewx, viewy)
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