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* Updated to ZDoom r3042:
- Added a 'restart' CCMD that allows restarting the engine with different WADs being loaded without quitting first - Fixed handling of missing backgrounds for intermission text screens for real this time. - Added automap patch to mark trigger lines. - Fixed: The TouchedActors array in the Dehacked parser was not freed after parsing was done. - Initialize the alt HUD explicitly in D_DoomMain. - Don't let S_UnloadReverbDef leave a broken list of sound environments behind. - Added more code to explicitly delete data before initializing it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1129 b0f79afe-0144-0410-b225-9a4edf0717df
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42 changed files with 665 additions and 326 deletions
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@ -91,7 +91,7 @@ struct AMColor
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static AMColor Background, YourColor, WallColor, TSWallColor,
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FDWallColor, CDWallColor, ThingColor,
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ThingColor_Item, ThingColor_CountItem, ThingColor_Monster, ThingColor_Friend,
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SecretWallColor, GridColor, XHairColor,
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SpecialWallColor, SecretWallColor, GridColor, XHairColor,
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NotSeenColor,
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LockedColor,
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AlmostBackground,
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@ -167,6 +167,7 @@ CVAR (Color, am_backcolor, 0x6c5440, CVAR_ARCHIVE);
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CVAR (Color, am_yourcolor, 0xfce8d8, CVAR_ARCHIVE);
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CVAR (Color, am_wallcolor, 0x2c1808, CVAR_ARCHIVE);
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CVAR (Color, am_secretwallcolor, 0x000000, CVAR_ARCHIVE);
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CVAR (Color, am_specialwallcolor, 0xffffff, CVAR_ARCHIVE);
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CVAR (Color, am_tswallcolor, 0x888888, CVAR_ARCHIVE);
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CVAR (Color, am_fdwallcolor, 0x887058, CVAR_ARCHIVE);
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CVAR (Color, am_cdwallcolor, 0x4c3820, CVAR_ARCHIVE);
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@ -177,6 +178,7 @@ CVAR (Color, am_notseencolor, 0x6c6c6c, CVAR_ARCHIVE);
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CVAR (Color, am_lockedcolor, 0x007800, CVAR_ARCHIVE);
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CVAR (Color, am_ovyourcolor, 0xfce8d8, CVAR_ARCHIVE);
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CVAR (Color, am_ovwallcolor, 0x00ff00, CVAR_ARCHIVE);
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CVAR (Color, am_ovspecialwallcolor, 0xffffff, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovotherwallscolor, 0x008844, CVAR_ARCHIVE);
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CVAR (Color, am_ovunseencolor, 0x00226e, CVAR_ARCHIVE);
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@ -188,6 +190,7 @@ CVAR (Color, am_ovsecretsectorcolor,0x00ffff, CVAR_ARCHIVE);
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CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE);
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CVAR (Bool, am_drawmapback, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showkeys, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showtriggerlines, false, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_friend, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_monster, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_item, 0xfcfcfc, CVAR_ARCHIVE);
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@ -897,6 +900,7 @@ static void AM_initColors (bool overlayed)
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{
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YourColor.FromCVar (am_ovyourcolor);
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WallColor.FromCVar (am_ovwallcolor);
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SpecialWallColor.FromCVar(am_ovspecialwallcolor);
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SecretWallColor = WallColor;
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SecretSectorColor.FromCVar (am_ovsecretsectorcolor);
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ThingColor_Item.FromCVar (am_ovthingcolor_item);
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@ -919,6 +923,7 @@ static void AM_initColors (bool overlayed)
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Background.FromCVar (am_backcolor);
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YourColor.FromCVar (am_yourcolor);
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SecretWallColor.FromCVar (am_secretwallcolor);
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SpecialWallColor.FromCVar (am_specialwallcolor);
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WallColor.FromCVar (am_wallcolor);
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TSWallColor.FromCVar (am_tswallcolor);
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FDWallColor.FromCVar (am_fdwallcolor);
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@ -960,6 +965,7 @@ static void AM_initColors (bool overlayed)
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AlmostBackground = DoomColors[2];
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SecretSectorColor =
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SecretWallColor =
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SpecialWallColor =
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WallColor = DoomColors[3];
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TSWallColor = DoomColors[4];
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FDWallColor = DoomColors[5];
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@ -981,6 +987,7 @@ static void AM_initColors (bool overlayed)
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AlmostBackground = DoomColors[2];
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SecretSectorColor =
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SecretWallColor =
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SpecialWallColor =
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WallColor = StrifeColors[3];
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TSWallColor = StrifeColors[4];
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FDWallColor = StrifeColors[5];
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@ -1002,6 +1009,7 @@ static void AM_initColors (bool overlayed)
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AlmostBackground = DoomColors[2];
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SecretSectorColor =
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SecretWallColor =
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SpecialWallColor =
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WallColor = RavenColors[3];
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TSWallColor = RavenColors[4];
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FDWallColor = RavenColors[5];
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@ -1836,14 +1844,16 @@ void AM_drawWalls (bool allmap)
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else if (lines[i].special == Door_LockedRaise ||
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lines[i].special == ACS_LockedExecute ||
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lines[i].special == ACS_LockedExecuteDoor ||
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(lines[i].special == Generic_Door && lines[i].args[4] !=0 ))
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(lines[i].special == Door_Animated && lines[i].args[3] != 0) ||
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(lines[i].special == Generic_Door && lines[i].args[4] != 0))
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{
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if (am_colorset == 0 || am_colorset == 3) // Raven games show door colors
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{
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int P_GetMapColorForLock(int lock);
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int lock;
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if (lines[i].special==Door_LockedRaise) lock=lines[i].args[3];
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if (lines[i].special==Door_LockedRaise || lines[i].special==Door_Animated)
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lock=lines[i].args[3];
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else lock=lines[i].args[4];
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int color = P_GetMapColorForLock(lock);
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@ -1860,6 +1870,17 @@ void AM_drawWalls (bool allmap)
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AM_drawMline (&l, LockedColor); // locked special
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}
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}
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else if (am_showtriggerlines && am_colorset == 0 && lines[i].special != 0
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&& lines[i].special != Door_Open
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&& lines[i].special != Door_Close
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&& lines[i].special != Door_CloseWaitOpen
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&& lines[i].special != Door_Raise
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&& lines[i].special != Door_Animated
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&& lines[i].special != Generic_Door
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&& (lines[i].activation & SPAC_PlayerActivate))
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{
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AM_drawMline(&l, SpecialWallColor); // wall with special non-door action the player can do
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}
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else if (lines[i].backsector == NULL)
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{
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AM_drawMline(&l, WallColor); // one-sided wall
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