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Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - Fixed some improper preprocessor lines in autostart/autozend.cpp. - Added XInput support. For the benefit of people compiling with MinGW, the CMakeLists.txt checks for xinput.h and disables it if it cannot be found. (And much to my surprise, I accidentally discovered that if you have the DirectX SDK installed, those headers actually do work with GCC, though they add a few extra warnings.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
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123 changed files with 2297 additions and 1189 deletions
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@ -1648,7 +1648,7 @@ void WI_updateStats ()
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{
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WI_updateAnimatedBack ();
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if ((!gameinfo.intermissioncounter || acceleratestage) && sp_state != 10)
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if (acceleratestage && sp_state != 10)
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{
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if (acceleratestage)
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{
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@ -1673,7 +1673,7 @@ void WI_updateStats ()
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if (!(bcnt&3))
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S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
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}
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if (cnt_kills[0] >= plrs[me].skills)
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if (!gameinfo.intermissioncounter || cnt_kills[0] >= plrs[me].skills)
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{
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cnt_kills[0] = plrs[me].skills;
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S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
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@ -1689,7 +1689,7 @@ void WI_updateStats ()
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if (!(bcnt&3))
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S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
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}
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if (cnt_items[0] >= plrs[me].sitems)
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if (!gameinfo.intermissioncounter || cnt_items[0] >= plrs[me].sitems)
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{
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cnt_items[0] = plrs[me].sitems;
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S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
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@ -1705,7 +1705,7 @@ void WI_updateStats ()
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if (!(bcnt&3))
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S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
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}
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if (cnt_secret[0] >= plrs[me].ssecret)
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if (!gameinfo.intermissioncounter || cnt_secret[0] >= plrs[me].ssecret)
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{
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cnt_secret[0] = plrs[me].ssecret;
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S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
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@ -1724,13 +1724,13 @@ void WI_updateStats ()
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cnt_total_time += 3;
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}
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if (cnt_time >= plrs[me].stime / TICRATE)
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if (!gameinfo.intermissioncounter || cnt_time >= plrs[me].stime / TICRATE)
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cnt_time = plrs[me].stime / TICRATE;
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if (cnt_total_time >= wbs->totaltime / TICRATE)
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if (!gameinfo.intermissioncounter || cnt_total_time >= wbs->totaltime / TICRATE)
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cnt_total_time = wbs->totaltime / TICRATE;
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if (cnt_par >= wbs->partime / TICRATE)
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if (!gameinfo.intermissioncounter || cnt_par >= wbs->partime / TICRATE)
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{
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cnt_par = wbs->partime / TICRATE;
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