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
This commit is contained in:
Christoph Oelckers 2009-03-12 20:59:09 +00:00
parent 8d22dbb5af
commit 42f732ac66
23 changed files with 782 additions and 179 deletions

View file

@ -491,7 +491,26 @@ void APlayerPawn::Tick()
Super::Tick();
}
//===========================================================================
//
// APlayerPawn :: PostBeginPlay
//
//===========================================================================
void APlayerPawn::PostBeginPlay()
{
// If we're not a voodoo doll, set up our weapons.
if (player != NULL && player->mo == this)
{
player->weapons.StandardSetup(GetClass());
if (player - players == consoleplayer)
{ // If we're the local player, then there's a bit more work to do.
FWeaponSlots local_slots(player->weapons);
local_slots.LocalSetup(GetClass());
local_slots.SendDifferences(player->weapons);
}
}
}
//===========================================================================
//