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Update to ZDoom r1052:
- Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
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140 changed files with 1422 additions and 1252 deletions
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@ -1679,12 +1679,12 @@ void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
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//
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//==========================================================================
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void FCanvasTextureInfo::Add (AActor *viewpoint, int picnum, int fov)
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void FCanvasTextureInfo::Add (AActor *viewpoint, FTextureID picnum, int fov)
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{
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FCanvasTextureInfo *probe;
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FCanvasTexture *texture;
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if (picnum < 0)
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if (!picnum.isValid())
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{
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return;
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}
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@ -1781,8 +1781,7 @@ void FCanvasTextureInfo::Serialize (FArchive &arc)
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{
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if (probe->Texture != NULL && probe->Viewpoint != NULL)
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{
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arc << probe->Viewpoint << probe->FOV;
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TexMan.WriteTexture (arc, probe->PicNum);
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arc << probe->Viewpoint << probe->FOV << probe->PicNum;
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}
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}
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AActor *nullactor = NULL;
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@ -1791,16 +1790,14 @@ void FCanvasTextureInfo::Serialize (FArchive &arc)
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else
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{
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AActor *viewpoint;
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int picnum, fov;
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int fov;
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FTextureID picnum;
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EmptyList ();
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arc << viewpoint;
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while (viewpoint != NULL)
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while (arc << viewpoint, viewpoint != NULL)
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{
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arc << fov;
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picnum = TexMan.ReadTexture (arc);
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arc << fov << picnum;
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Add (viewpoint, picnum, fov);
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arc << viewpoint;
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}
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}
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}
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