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Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
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70 changed files with 1132 additions and 648 deletions
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@ -1995,21 +1995,27 @@ void M_QuitResponse(int ch)
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void M_QuitGame (int choice)
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{
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// We pick index 0 which is language sensitive,
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// or one at random, between 1 and maximum number.
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if (gameinfo.gametype & (GAME_DoomStrifeChex))
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{
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int quitmsg = 0;
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if (gameinfo.gametype == GAME_Doom)
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quitmsg = gametic % NUM_QUITDOOMMESSAGES;
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else if (gameinfo.gametype == GAME_Strife)
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quitmsg = gametic % NUM_QUITSTRIFEMESSAGES - 1;
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else //Chex quest has 2 messages but one is more likely to show
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quitmsg = (gametic % NUM_QUITCHEXMESSAGES + 6) > NUM_QUITCHEXMESSAGES ? NUM_QUITCHEXMESSAGES - 1 : (gametic % NUM_QUITCHEXMESSAGES + 6);
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if (quitmsg != 0 || gameinfo.gametype == GAME_Strife || gameinfo.gametype == GAME_Chex)
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{
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EndString.Format("QUITMSG%d", quitmsg + (gameinfo.gametype == GAME_Doom ? 0 : (gameinfo.gametype == GAME_Chex ? NUM_QUITDOOMMESSAGES + NUM_QUITSTRIFEMESSAGES : NUM_QUITDOOMMESSAGES + 1)));
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quitmsg = gametic % (NUM_QUITDOOMMESSAGES + 1);
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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quitmsg = gametic % (NUM_QUITSTRIFEMESSAGES + 1);
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if (quitmsg != 0) quitmsg += NUM_QUITDOOMMESSAGES;
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}
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else
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{
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quitmsg = gametic % (NUM_QUITCHEXMESSAGES + 1);
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if (quitmsg != 0) quitmsg += NUM_QUITDOOMMESSAGES + NUM_QUITSTRIFEMESSAGES;
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}
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if (quitmsg != 0)
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{
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EndString.Format("QUITMSG%d", quitmsg);
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EndString.Format("%s\n\n%s", GStrings(EndString), GStrings("DOSY"));
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}
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else
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