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- Update to ZDoom r3224:
Emulate the size limit of Doom's lightscale table by capping the value of vis passed to GETPALOOKUP. The end result is that there is a minimum distance around you where light amplification stops and it gets no brighter. Should this scale with visibility? I can't say. So, yeah, it turns out all these years ago, I made this out to be harder than it really is. Fixed: Light levels outside the range [0,255] really do matter. Added FDARI's latest actor pointer submission. Added kgsws's 3D floor textute rotation fix. Added DavidPH's damage type specific damage color submission. Added DavidPH's A_PainAttack extension submission. Fixed: Telefrag damage should not be affected by skill damage factors. Added A_GunFlash extension submission. Added DONTCORPSE submission. Added SEEINVISIBLE submission. Added submission for disabling some new and rather pointless GCC warnings. Fixed: Selecting TiMidity++ as a MIDI device without a working timidity.exe, then switching to a different MIDI device would leave music silent until a new song was started. (The discrepancy between mus_playing.handle and currSong is one which should probably be handled properly at some point.) Fixed: Typo in FClipRect::Intersect() could case bad clipping. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1216 b0f79afe-0144-0410-b225-9a4edf0717df
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49 changed files with 740 additions and 332 deletions
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@ -1485,7 +1485,7 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
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ss->ceilingplane.ic = -FRACUNIT;
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SetTexture(ss, i, sector_t::floor, ms->floorpic, missingtex);
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SetTexture(ss, i, sector_t::ceiling, ms->ceilingpic, missingtex);
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ss->lightlevel = (BYTE)clamp (LittleShort(ms->lightlevel), (short)0, (short)255);
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ss->lightlevel = LittleShort(ms->lightlevel);
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if (map->HasBehavior)
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ss->special = LittleShort(ms->special);
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else // [RH] Translate to new sector special
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