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* Updated to ZDoom r3187:
- Add more information when trying to load old savegames. - When loading a game from the menu, do not hide the fullscreen console until we know we can load the save. Otherwise, the gamestate goes invalid if the save is no good. - Add NULL pointer to check to FWeaponSlot::PickWeapon() (for when this is called outside of a game). - Move the call to DrawLetterbox() into D3DFB::Flip() so that it is the last thing that happens before the scene is presented. Now it properly obscures 2D graphics. - Fix overflows in AM_clipMline(). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1207 b0f79afe-0144-0410-b225-9a4edf0717df
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9 changed files with 40 additions and 21 deletions
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@ -1461,28 +1461,28 @@ bool AM_clipMline (mline_t *ml, fline_t *fl)
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{
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dy = fl->a.y - fl->b.y;
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dx = fl->b.x - fl->a.x;
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tmp.x = fl->a.x + (dx*(fl->a.y))/dy;
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tmp.x = fl->a.x + Scale(dx, fl->a.y, dy);
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tmp.y = 0;
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}
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else if (outside & BOTTOM)
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{
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dy = fl->a.y - fl->b.y;
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dx = fl->b.x - fl->a.x;
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tmp.x = fl->a.x + (dx*(fl->a.y-f_h))/dy;
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tmp.x = fl->a.x + Scale(dx, fl->a.y - f_h, dy);
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tmp.y = f_h-1;
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}
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else if (outside & RIGHT)
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{
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dy = fl->b.y - fl->a.y;
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dx = fl->b.x - fl->a.x;
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tmp.y = fl->a.y + (dy*(f_w-1 - fl->a.x))/dx;
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tmp.y = fl->a.y + Scale(dy, f_w-1 - fl->a.x, dx);
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tmp.x = f_w-1;
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}
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else if (outside & LEFT)
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{
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dy = fl->b.y - fl->a.y;
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dx = fl->b.x - fl->a.x;
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tmp.y = fl->a.y + (dy*(-fl->a.x))/dx;
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tmp.y = fl->a.y + Scale(dy, -fl->a.x, dx);
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tmp.x = 0;
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}
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