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Update to ZDoom r1476:
- Moved weapon slot initialization into APlayerPawn::PostBeginPlay() so that they can be initialized when players respawn in multiplayer. - Added a Check for the Vavoom namespace to the UDMF parser. Functionally it's 100% identical with ZDoom's own but needs to be checked for in case Vavoom compatible UDMF maps are released. - Added an SDL output plugin, so FMOD can produce sound using SDL's audio support instead of its own OSS/ALSA/ESD support. This is selectable by setting snd_output to "sdl". - Fixed: On Linux systems with ALSA but no OSS support, trying to start the sound system with snd_output "default" would fail instead of trying to use ALSA. - Added sdl_nokeyrepeat to disable key repeating in the menus and console on Linux. - Added support for zip/pk3 files with LZMA and bzip2 compression to ZDoom. - Added more output to zipdir and a -q option to turn it off. - Added -u option to zipdir to only recompress those files in a zip that have changed. - Added -d and -f options to zipdir. -d forces deflate compression, and -f forces a write of the zip, even if it's newer than all the files it contains. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@307 b0f79afe-0144-0410-b225-9a4edf0717df
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23 changed files with 782 additions and 179 deletions
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@ -491,7 +491,26 @@ void APlayerPawn::Tick()
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Super::Tick();
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}
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//===========================================================================
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//
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// APlayerPawn :: PostBeginPlay
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//
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//===========================================================================
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void APlayerPawn::PostBeginPlay()
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{
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// If we're not a voodoo doll, set up our weapons.
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if (player != NULL && player->mo == this)
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{
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player->weapons.StandardSetup(GetClass());
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if (player - players == consoleplayer)
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{ // If we're the local player, then there's a bit more work to do.
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FWeaponSlots local_slots(player->weapons);
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local_slots.LocalSetup(GetClass());
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local_slots.SendDifferences(player->weapons);
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}
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}
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}
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//===========================================================================
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//
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