* Updated to ZDoom 4161:

- Fixed: RandomSpawner could hang on lists with monsters when nomonsters is enabled or with 'None' items.
- Fixed: A TITLEMAP defined with SpawnWithWeaponRaised set caused a crash.
- Fixed: r4067 completely disabled weapon switching via A_ReFire.
- Fixed: r3860 inadvertently inverted the damage check for thrusting in P_RadiusAttack().
- Cleared GCC warnings.
- Fixed: strcpy on map arrays didn't properly translate the array number.
- Fixed: the ExplosiveBarrel's height was wrong. 


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1531 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2013-02-23 00:53:43 +00:00
parent e7092846bb
commit 5f6aad30f5
10 changed files with 49 additions and 28 deletions

View file

@ -215,6 +215,7 @@ enum
WF_DISABLESWITCH = 1 << 4, // Disable weapon switching completely
WF_WEAPONRELOADOK = 1 << 5, // [XA] Okay to reload this weapon.
WF_WEAPONZOOMOK = 1 << 6, // [XA] Okay to use weapon zoom function.
WF_REFIRESWITCHOK = 1 << 7, // Mirror WF_WEAPONSWITCHOK for A_ReFire
};
#define WPIECE1 1

View file

@ -1107,7 +1107,6 @@ void APowerWeaponLevel2::EndEffect ()
Super::EndEffect();
if (player != NULL)
{
if (player->ReadyWeapon != NULL &&
player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP)
{

View file

@ -59,22 +59,24 @@ class ARandomSpawner : public AActor
// Take a random number...
n = pr_randomspawn(n);
// And iterate in the array up to the random number chosen.
while (n > -1)
while (n > -1 && di != NULL)
{
if (di->Name != NAME_None)
if (di->Name != NAME_None &&
(!nomonsters || !(GetDefaultByType(PClass::FindClass(di->Name))->flags3 & MF3_ISMONSTER)))
{
if (!nomonsters || !(GetDefaultByType(PClass::FindClass(di->Name))->flags3 & MF3_ISMONSTER))
{
n -= di->amount;
if ((di->Next != NULL) && (n > -1))
di = di->Next;
else
n = -1;
}
n -= di->amount;
if ((di->Next != NULL) && (n > -1))
di = di->Next;
else
n = -1;
}
else
{
di = di->Next;
}
}
// So now we can spawn the dropped item.
if (bouncecount >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
if (di == NULL || bouncecount >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
{
Spawn("Unknown", x, y, z, NO_REPLACE); // Show that there's a problem.
Destroy();

View file

@ -7327,7 +7327,12 @@ scriptwait:
{
case PCD_STRCPYTOMAPCHRANGE:
{
Stack[sp-6] = activeBehavior->CopyStringToArray(STACK(5), index, capacity, lookup);
int a = STACK(5);
if (a < NUM_MAPVARS && a > 0 &&
activeBehavior->MapVars[a])
{
Stack[sp-6] = activeBehavior->CopyStringToArray(*(activeBehavior->MapVars[a]), index, capacity, lookup);
}
}
break;
case PCD_STRCPYTOWORLDCHRANGE:
@ -7856,7 +7861,7 @@ static void ShowProfileData(TArray<ProfileCollector> &profiles, long ilimit,
}
// Module name
mysnprintf(modname, sizeof(modname), prof->Module->GetModuleName());
mysnprintf(modname, sizeof(modname), "%s", prof->Module->GetModuleName());
// Script/function name
if (functions)
@ -7932,7 +7937,7 @@ CCMD(acsprofile)
// If it's a name, set the sort method. We accept partial matches for
// options that are shorter than the sort name.
size_t optlen = strlen(argv[i]);
int j;
unsigned int j;
for (j = 0; j < countof(sort_names); ++j)
{
if (optlen < sort_match_len[j] || optlen > strlen(sort_names[j]))

View file

@ -908,7 +908,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
if (!(tm.thing->flags & MF_MISSILE) ||
!(tm.thing->flags2 & MF2_RIP) ||
(thing->flags5 & MF5_DONTRIP) ||
(tm.thing->flags6 & MF6_NOBOSSRIP) && (thing->flags2 & MF2_BOSS))
((tm.thing->flags6 & MF6_NOBOSSRIP) && (thing->flags2 & MF2_BOSS)))
{
if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
{ // Some things prefer not to overlap each other, if possible
@ -4581,7 +4581,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
if (!(flags & RADF_NODAMAGE) && !(bombspot->flags3 & MF3_BLOODLESSIMPACT))
P_TraceBleed (newdam > 0 ? newdam : damage, thing, bombspot);
if (!(flags & RADF_NODAMAGE) || !(bombspot->flags2 & MF2_NODMGTHRUST))
if ((flags & RADF_NODAMAGE) || !(bombspot->flags2 & MF2_NODMGTHRUST))
{
if (bombsource == NULL || !(bombsource->flags2 & MF2_NODMGTHRUST))
{

View file

@ -170,8 +170,11 @@ void P_BringUpWeapon (player_t *player)
if (player->PendingWeapon == WP_NOCHANGE)
{
player->psprites[ps_weapon].sy = WEAPONTOP;
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
if (player->ReadyWeapon != NULL)
{
player->psprites[ps_weapon].sy = WEAPONTOP;
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
}
return;
}
@ -477,12 +480,22 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
//
//============================================================================
void DoReadyWeaponToSwitch (AActor *self)
void DoReadyWeaponToSwitch (AActor *self, bool switchable)
{
// Prepare for switching action.
player_t *player;
if (self && (player = self->player))
player->WeaponState |= WF_WEAPONSWITCHOK;
{
if (switchable)
{
player->WeaponState |= WF_WEAPONSWITCHOK | WF_REFIRESWITCHOK;
}
else
{
// WF_WEAPONSWITCHOK is automatically cleared every tic by P_SetPsprite().
player->WeaponState &= ~WF_REFIRESWITCHOK;
}
}
}
void DoReadyWeaponDisableSwitch (AActor *self, INTBOOL disable)
@ -494,6 +507,7 @@ void DoReadyWeaponDisableSwitch (AActor *self, INTBOOL disable)
if (disable)
{
player->WeaponState |= WF_DISABLESWITCH;
player->WeaponState &= ~WF_REFIRESWITCHOK;
}
else
{
@ -589,7 +603,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
ACTION_PARAM_START(1);
ACTION_PARAM_INT(paramflags, 0);
if (!(paramflags & WRF_NoSwitch)) DoReadyWeaponToSwitch(self);
DoReadyWeaponToSwitch(self, !(paramflags & WRF_NoSwitch));
if ((paramflags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(paramflags & WRF_NoPrimary), !(paramflags & WRF_NoSecondary));
if (!(paramflags & WRF_NoBob)) DoReadyWeaponToBob(self);
if ((paramflags & WRF_AllowReload)) DoReadyWeaponToReload(self);
@ -739,7 +753,7 @@ void A_ReFire(AActor *self, FState *state)
{
return;
}
pending = player->PendingWeapon == WP_NOCHANGE && (player->WeaponState & WF_WEAPONSWITCHOK);
pending = player->PendingWeapon != WP_NOCHANGE && (player->WeaponState & WF_REFIRESWITCHOK);
if ((player->cmd.ucmd.buttons & BT_ATTACK)
&& !player->ReadyWeapon->bAltFire && !pending && player->health > 0)
{

View file

@ -94,7 +94,7 @@ void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype, angle_t pitch
void DoReadyWeapon(AActor * self);
void DoReadyWeaponToBob(AActor * self);
void DoReadyWeaponToFire(AActor * self, bool primary = true, bool secondary = true);
void DoReadyWeaponToSwitch(AActor * self);
void DoReadyWeaponToSwitch(AActor * self, bool switchable = true);
DECLARE_ACTION(A_Raise)
void A_ReFire(AActor *self, FState *state = NULL);

View file

@ -244,10 +244,10 @@ player_t::player_t()
lastkilltime(0),
multicount(0),
spreecount(0),
WeaponState(0),
ReadyWeapon(0),
PendingWeapon(0),
cheats(0),
WeaponState(0),
timefreezer(0),
refire(0),
inconsistant(0),

View file

@ -3,5 +3,5 @@
// This file was automatically generated by the
// updaterevision tool. Do not edit by hand.
#define ZD_SVN_REVISION_STRING "4154"
#define ZD_SVN_REVISION_NUMBER 4154
#define ZD_SVN_REVISION_STRING "4161"
#define ZD_SVN_REVISION_NUMBER 4161

View file

@ -6,7 +6,7 @@ ACTOR ExplosiveBarrel 2035
SpawnID 125
Health 20
Radius 10
Height 34
Height 42
+SOLID
+SHOOTABLE
+NOBLOOD