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* Updated to ZDoom r3383:
- Added writemidi console command. If the currently playing song is a MIDI variant, this will write it to disk. - Fixed: XMISong::ProcessInitialMetaEvents() did not set the Division for tempo events. (Why does XMI modify the division based on the tempo?) - Fixed: UDMFParser::AddUserKey() checked against the wrong token types when determining the values type. Also, GetUDMFInt() performed a float-to-fixed conversion on the value it returned. - Fixed: The nodebuilder is highly likely to renumber vertices, so we need to remember how the original vertices map to the new ones until after vertex slopes are handled. - Added custom flechettes patch, with ArtiPoisonBag4 renamed to ArtiPoisonBagGiver and ArtiPoisonBag5 renamed to ArtiPoisonBagShooter. - Added thrupushups fix. - Added HMI/XMI division fixes, and partially the XMI tempo fix (not currently used). - Fix strife linetype 11 again. - Added startup screen customization. - Print named script's names for the scriptstat console command. - Added ACS_NamedExecuteWithResult for DECORATE expressions. Since this is a pretty long name, you can also use CallACS, if you wish. The two are synonyms. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1287 b0f79afe-0144-0410-b225-9a4edf0717df
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25 changed files with 354 additions and 48 deletions
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@ -73,7 +73,7 @@
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#define MISSING_TEXTURE_WARN_LIMIT 20
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void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt);
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void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
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void P_SetSlopes ();
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void P_CopySlopes();
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void BloodCrypt (void *data, int key, int len);
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@ -3444,6 +3444,7 @@ void P_SetupLevel (char *lumpname, int position)
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int numbuildthings;
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int i;
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bool buildmap;
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const int *oldvertextable = NULL;
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// This is motivated as follows:
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@ -3758,7 +3759,7 @@ void P_SetupLevel (char *lumpname, int position)
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bool BuildGLNodes;
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if (ForceNodeBuild)
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{
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BuildGLNodes = Renderer->RequireGLNodes() || am_textured || multiplayer || demoplayback || demorecording || genglnodes;
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BuildGLNodes = RequireGLNodes || multiplayer || demoplayback || demorecording || genglnodes;
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startTime = I_FPSTime ();
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TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
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@ -3782,6 +3783,7 @@ void P_SetupLevel (char *lumpname, int position)
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vertexes, numvertexes);
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endTime = I_FPSTime ();
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DPrintf ("BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, numsegs);
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oldvertextable = builder.GetOldVertexTable();
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reloop = true;
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}
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else
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@ -3868,7 +3870,7 @@ void P_SetupLevel (char *lumpname, int position)
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if (!buildmap)
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{
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// [RH] Spawn slope creating things first.
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P_SpawnSlopeMakers (&MapThingsConverted[0], &MapThingsConverted[MapThingsConverted.Size()]);
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P_SpawnSlopeMakers (&MapThingsConverted[0], &MapThingsConverted[MapThingsConverted.Size()], oldvertextable);
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P_CopySlopes();
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// Spawn 3d floors - must be done before spawning things so it can't be done in P_SpawnSpecials
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@ -3898,6 +3900,10 @@ void P_SetupLevel (char *lumpname, int position)
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delete[] buildthings;
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}
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delete map;
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if (oldvertextable != NULL)
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{
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delete[] oldvertextable;
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}
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// set up world state
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P_SpawnSpecials ();
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