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Update to ZDoom r1662:
- Added ML_BLOCKUSE line flag, accessible through UDMF and Line_SetBlocking. - Fixed handling of embedded WADs. - Added Gez's A_CheckCeiling submission. - Fixed: AM_NewResolution crashed when called from outside a level. - Added support for Quake PAK files. - Improved warning messages for WAD files with incorrect marker usage. - complete restructuring of resource file handling for more flexibility and future extensions. - Removed merging of special namespaces. For the texture manager this has become totally useless so there is no need to do this anymore. Not merging the namespaces also allows a much more reliable detection of lumps belonging to special namespaces so the ScanForFlatHack function is no longer needed. Instead, any lump up to F_END with a length of 4096 will be marked for inclusion as a flat texture if no F_START marker is found. - fixed MustConfirm parsing in MAPINFO - Made the counting of intermission stats in Doom a GAMEINFO option so that it can be activated in all games. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@324 b0f79afe-0144-0410-b225-9a4edf0717df
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37 changed files with 2747 additions and 1791 deletions
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@ -1648,8 +1648,7 @@ void WI_updateStats ()
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{
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WI_updateAnimatedBack ();
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if ((!(gameinfo.gametype & GAME_DoomChex) || acceleratestage)
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&& sp_state != 10)
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if ((!gameinfo.intermissioncounter || acceleratestage) && sp_state != 10)
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{
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if (acceleratestage)
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{
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@ -1667,7 +1666,7 @@ void WI_updateStats ()
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if (sp_state == 2)
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{
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if (gameinfo.gametype & GAME_DoomChex)
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if (gameinfo.intermissioncounter)
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{
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cnt_kills[0] += 2;
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@ -1683,7 +1682,7 @@ void WI_updateStats ()
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}
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else if (sp_state == 4)
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{
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if (gameinfo.gametype & GAME_DoomChex)
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if (gameinfo.intermissioncounter)
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{
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cnt_items[0] += 2;
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@ -1699,7 +1698,7 @@ void WI_updateStats ()
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}
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else if (sp_state == 6)
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{
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if (gameinfo.gametype & GAME_DoomChex)
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if (gameinfo.intermissioncounter)
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{
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cnt_secret[0] += 2;
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@ -1715,7 +1714,7 @@ void WI_updateStats ()
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}
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else if (sp_state == 8)
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{
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if (gameinfo.gametype & GAME_DoomChex)
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if (gameinfo.intermissioncounter)
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{
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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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