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* Updated to ZDoom r3038 (IWAD selection dialog already fixed in previous commit):
- Added DavidPH's submission for specifying vertex heights directly in UDMF. - Move static AM color initialization into the AM_StaticInit function. - Move D_LoadWadSettings to keysections.cpp. - Made some more data reloadable. - Data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here... - Fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs. - Fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.) - Fixed: GCC compiler warnings. - Zipdir will no longer store files ending in '~' on Linux. - Added st_oldouch which restores the old ouch face behavior of only showing when health increases by 20 while taking damage. - Changed some data init code to delete the data it wants to initialize first. - The 'savebuffer' variable still existed? - Changed AInventory::Destroy to NULL SendItemUse and SendItemDrop if they point to the destroyed object. Although unlikely it can't be ruled out completely that this can happen with delayed CCMDs. - Fixed: Starting a new game did not clear the hub statistics array. - Cleaned up D_DoomMain a little. It's still far too large though. - Added explicit initialization of console background texture instead of letting C_InitConsole doing it as needed. - Added 'clearaliases' CCMD. - Init bot specific actor properties right after parsing DECORATE, not when spawning the first bot (which is too late.) - Changed automap initialization so that static data only gets initialized once upon startup instead of each time a level starts. - Initialize AUTOPAGE only once when the level starts, not each time the automap is switched on. - Cleaned up switch code and fixed several problems: * savegames stored an index in the switch table and performed no validation when loading a savegame. * setting of a random switch animation duration was broken. * separated the 2 values stored in the Time variable into 2 separate variables. * defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table. - Added function for serializing switch and door animation pointers. - Bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1128 b0f79afe-0144-0410-b225-9a4edf0717df
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63 changed files with 668 additions and 630 deletions
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@ -432,10 +432,6 @@ void APlayerPawn::Serialize (FArchive &arc)
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<< MorphWeapon
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<< DamageFade
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<< PlayerFlags;
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if (SaveVersion < 2435)
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{
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DamageFade.a = 255;
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}
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}
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//===========================================================================
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@ -2554,33 +2550,9 @@ void player_t::Serialize (FArchive &arc)
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<< poisoncount
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<< poisoner
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<< attacker
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<< extralight;
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if (SaveVersion < 1858)
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{
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int fixedmap;
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arc << fixedmap;
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fixedcolormap = NOFIXEDCOLORMAP;
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fixedlightlevel = -1;
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if (fixedmap >= NUMCOLORMAPS)
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{
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fixedcolormap = fixedmap - NUMCOLORMAPS;
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}
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else if (fixedmap > 0)
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{
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fixedlightlevel = fixedmap;
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}
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}
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else if (SaveVersion < 1893)
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{
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int ll;
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arc << fixedcolormap << ll;
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fixedlightlevel = ll;
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}
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else
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{
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arc << fixedcolormap << fixedlightlevel;
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}
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arc << morphTics
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<< extralight
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<< fixedcolormap << fixedlightlevel
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<< morphTics
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<< MorphedPlayerClass
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<< MorphStyle
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<< MorphExitFlash
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