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- Fixed dynamic light crash with respawning players.
Update to ZDoom r971: - Changed: For actors not being spawned on the floor P_FindFloorCeiling should be used to prevent them from dropping through 3DMIDTEX textures. - Fixed: AMageStaffFX2::IsOkayToAttack overwrote the projectile's angle variable. - Changed the types of object hash indices in FArchive from size_t to DWORD. This seems to fix crashes on GCC 64-bit builds when saving games. Not sure if it was a GCC bug or my bug, since it worked fine with VC++, but since the code that calculates the index only returns a DWORD, storing it as a size_t was rather pointless. - Added the C99 printf size specifiers 't' (ptrdiff_t) and 'z' (size_t) to FString::Format() so that I can fix all the problem printf strings that a 64-bit GCC compile finds. - Added Skulltag's PUFFGETSOWNER flag. - Fixed: Parsing sector special bit masks must be done backwards so that later definitions take precedence. - Added base translation tables for UDMF compatibility maps which only should handle the native line and sector types of each game. - Turned the inactive SILENT_INSTANT_FLOORS define into a compatibility option so that it can be (un)set in a map definition and the menu. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@105 b0f79afe-0144-0410-b225-9a4edf0717df
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45 changed files with 373 additions and 158 deletions
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@ -1645,13 +1645,13 @@ void P_MovePlayer (player_t *player)
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if (debugfile)
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{
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fprintf (debugfile, "move player for pl %d%c: (%d,%d,%d) (%d,%d) %d %d w%d [", player-players,
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fprintf (debugfile, "move player for pl %d%c: (%d,%d,%d) (%d,%d) %d %d w%d [", int(player-players),
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player->cheats&CF_PREDICTING?'p':' ',
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player->mo->x, player->mo->y, player->mo->z,forwardmove, sidemove, movefactor, friction, player->mo->waterlevel);
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msecnode_t *n = player->mo->touching_sectorlist;
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while (n != NULL)
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{
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fprintf (debugfile, "%d ", n->m_sector-sectors);
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fprintf (debugfile, "%td ", n->m_sector-sectors);
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n = n->m_tnext;
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}
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fprintf (debugfile, "]\n");
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@ -1924,12 +1924,12 @@ void P_PlayerThink (player_t *player)
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if (player->mo == NULL)
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{
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I_Error ("No player %d start\n", player - players + 1);
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I_Error ("No player %td start\n", player - players + 1);
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}
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if (debugfile && !(player->cheats & CF_PREDICTING))
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{
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fprintf (debugfile, "tic %d for pl %d: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
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fprintf (debugfile, "tic %d for pl %td: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
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gametic, player-players, player->mo->x, player->mo->y, player->mo->z,
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player->mo->angle>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons,
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player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
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