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* Fixed a bug in the shaders code. (Thanks Dethernal.)
* Ported ZDoom revisions r2490 to 2492: - Added "SoundSequence" UDMF sector property. This is the name of the sound sequence to play for the sector. Note that this contrasts with sound sequence things in that it takes a name and not a number. Also, placing a sound sequence thing in a sector will override this property. - Added r_clearbuffer cvar. [GL code updated as well.] Valid values are: * 0. Do not clear. This is the standard behavior. * 1. Clear to black. * 2. Clear to white. * 3. Alternate between black and white every 128 ms. * 4. Step through the palette one color at a time every 32 ms. * 5. Epileptic seizure inducing random colors every frame. - Fixed: Floor_RaiseAndCrush did not subtract 8 from the lowest ceiling's height when determining a destination height. (It did subtract 8, but in the wrong place.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@866 b0f79afe-0144-0410-b225-9a4edf0717df
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18 changed files with 209 additions and 23 deletions
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@ -44,6 +44,10 @@ static void StartFloorSound (sector_t *sec)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
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}
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else if (sec->SeqName != NAME_None)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->SeqName, 0);
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}
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else
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{
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SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0);
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@ -358,7 +362,7 @@ manual_floor:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingSurrounding (&spot);
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if (floortype == DFloor::floorRaiseAndCrush)
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floor->m_FloorDestDist -= 8 * FRACUNIT;
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newheight -= 8 * FRACUNIT;
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ceilingheight = sec->FindLowestCeilingPoint (&spot2);
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floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
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if (sec->floorplane.ZatPointDist (spot2, floor->m_FloorDestDist) > ceilingheight)
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