* 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
This commit is contained in:
gez 2010-08-07 13:12:28 +00:00
parent d321c7012a
commit 9e5793977e
18 changed files with 209 additions and 23 deletions

View file

@ -44,6 +44,10 @@ static void StartFloorSound (sector_t *sec)
{
SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
}
else if (sec->SeqName != NAME_None)
{
SN_StartSequence (sec, CHAN_FLOOR, sec->SeqName, 0);
}
else
{
SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0);
@ -358,7 +362,7 @@ manual_floor:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingSurrounding (&spot);
if (floortype == DFloor::floorRaiseAndCrush)
floor->m_FloorDestDist -= 8 * FRACUNIT;
newheight -= 8 * FRACUNIT;
ceilingheight = sec->FindLowestCeilingPoint (&spot2);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
if (sec->floorplane.ZatPointDist (spot2, floor->m_FloorDestDist) > ceilingheight)