This commit is contained in:
Rachael Alexanderson 2017-01-29 18:17:09 -05:00
commit 0af86efb17
18 changed files with 115 additions and 75 deletions

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@ -1318,6 +1318,14 @@ public:
{ {
return Prev + (ticFrac * (Pos() - Prev)); return Prev + (ticFrac * (Pos() - Prev));
} }
DRotator InterpolatedAngles(double ticFrac) const
{
DRotator result;
result.Yaw = PrevAngles.Yaw + deltaangle(PrevAngles.Yaw, Angles.Yaw) * ticFrac;
result.Pitch = PrevAngles.Pitch + deltaangle(PrevAngles.Pitch, Angles.Pitch) * ticFrac;
result.Roll = PrevAngles.Roll + deltaangle(PrevAngles.Roll, Angles.Roll) * ticFrac;
return result;
}
DVector3 PosPlusZ(double zadd) const DVector3 PosPlusZ(double zadd) const
{ {
return { X(), Y(), Z() + zadd }; return { X(), Y(), Z() + zadd };

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@ -404,9 +404,9 @@ CCMD (give)
Net_WriteByte (DEM_GIVECHEAT); Net_WriteByte (DEM_GIVECHEAT);
Net_WriteString (argv[1]); Net_WriteString (argv[1]);
if (argv.argc() > 2) if (argv.argc() > 2)
Net_WriteWord (clamp (atoi (argv[2]), 1, 32767)); Net_WriteLong(atoi(argv[2]));
else else
Net_WriteWord (0); Net_WriteLong(0);
} }
CCMD (take) CCMD (take)
@ -417,9 +417,9 @@ CCMD (take)
Net_WriteByte (DEM_TAKECHEAT); Net_WriteByte (DEM_TAKECHEAT);
Net_WriteString (argv[1]); Net_WriteString (argv[1]);
if (argv.argc() > 2) if (argv.argc() > 2)
Net_WriteWord (clamp (atoi (argv[2]), 1, 32767)); Net_WriteLong(atoi (argv[2]));
else else
Net_WriteWord (0); Net_WriteLong (0);
} }
CCMD (gameversion) CCMD (gameversion)

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@ -2198,12 +2198,12 @@ void Net_DoCommand (int type, BYTE **stream, int player)
case DEM_GIVECHEAT: case DEM_GIVECHEAT:
s = ReadString (stream); s = ReadString (stream);
cht_Give (&players[player], s, ReadWord (stream)); cht_Give (&players[player], s, ReadLong (stream));
break; break;
case DEM_TAKECHEAT: case DEM_TAKECHEAT:
s = ReadString (stream); s = ReadString (stream);
cht_Take (&players[player], s, ReadWord (stream)); cht_Take (&players[player], s, ReadLong (stream));
break; break;
case DEM_WARPCHEAT: case DEM_WARPCHEAT:
@ -2721,7 +2721,7 @@ void Net_SkipCommand (int type, BYTE **stream)
case DEM_GIVECHEAT: case DEM_GIVECHEAT:
case DEM_TAKECHEAT: case DEM_TAKECHEAT:
skip = strlen ((char *)(*stream)) + 3; skip = strlen ((char *)(*stream)) + 5;
break; break;
case DEM_SUMMON2: case DEM_SUMMON2:

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@ -3194,34 +3194,37 @@ void PClass::Derive(PClass *newclass, FName name)
void PClass::InitializeDefaults() void PClass::InitializeDefaults()
{ {
assert(Defaults == NULL); if (IsKindOf(RUNTIME_CLASS(PClassActor)))
Defaults = (BYTE *)M_Malloc(Size);
// run the constructor on the defaults to set the vtbl pointer which is needed to run class-aware functions on them.
// Temporarily setting bSerialOverride prevents linking into the thinker chains.
auto s = DThinker::bSerialOverride;
DThinker::bSerialOverride = true;
ConstructNative(Defaults);
DThinker::bSerialOverride = s;
// We must unlink the defaults from the class list because it's just a static block of data to the engine.
DObject *optr = (DObject*)Defaults;
GC::Root = optr->ObjNext;
optr->ObjNext = nullptr;
optr->SetClass(this);
// Copy the defaults from the parent but leave the DObject part alone because it contains important data.
if (ParentClass->Defaults != NULL)
{ {
memcpy(Defaults + sizeof(DObject), ParentClass->Defaults + sizeof(DObject), ParentClass->Size - sizeof(DObject)); assert(Defaults == NULL);
if (Size > ParentClass->Size) Defaults = (BYTE *)M_Malloc(Size);
// run the constructor on the defaults to set the vtbl pointer which is needed to run class-aware functions on them.
// Temporarily setting bSerialOverride prevents linking into the thinker chains.
auto s = DThinker::bSerialOverride;
DThinker::bSerialOverride = true;
ConstructNative(Defaults);
DThinker::bSerialOverride = s;
// We must unlink the defaults from the class list because it's just a static block of data to the engine.
DObject *optr = (DObject*)Defaults;
GC::Root = optr->ObjNext;
optr->ObjNext = nullptr;
optr->SetClass(this);
// Copy the defaults from the parent but leave the DObject part alone because it contains important data.
if (ParentClass->Defaults != NULL)
{ {
memset(Defaults + ParentClass->Size, 0, Size - ParentClass->Size); memcpy(Defaults + sizeof(DObject), ParentClass->Defaults + sizeof(DObject), ParentClass->Size - sizeof(DObject));
if (Size > ParentClass->Size)
{
memset(Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
}
}
else
{
memset(Defaults + sizeof(DObject), 0, Size - sizeof(DObject));
} }
}
else
{
memset(Defaults + sizeof(DObject), 0, Size - sizeof(DObject));
} }
if (bRuntimeClass) if (bRuntimeClass)

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@ -710,8 +710,12 @@ class DThinkerIterator : public DObject, public FThinkerIterator
{ {
DECLARE_CLASS(DThinkerIterator, DObject) DECLARE_CLASS(DThinkerIterator, DObject)
DThinkerIterator()
{
}
public: public:
DThinkerIterator(PClass *cls = nullptr, int statnum = MAX_STATNUM + 1) DThinkerIterator(PClass *cls, int statnum = MAX_STATNUM + 1)
: FThinkerIterator(cls, statnum) : FThinkerIterator(cls, statnum)
{ {
} }

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@ -125,6 +125,9 @@ public:
FThinkerIterator (const PClass *type, int statnum, DThinker *prev); FThinkerIterator (const PClass *type, int statnum, DThinker *prev);
DThinker *Next (bool exact = false); DThinker *Next (bool exact = false);
void Reinit (); void Reinit ();
protected:
FThinkerIterator() {}
}; };
template <class T> class TThinkerIterator : public FThinkerIterator template <class T> class TThinkerIterator : public FThinkerIterator

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@ -1597,7 +1597,7 @@ void DSBarInfoWrapper::OnDestroy()
void DSBarInfoWrapper::SetScaled(bool scale, bool force) void DSBarInfoWrapper::SetScaled(bool scale, bool force)
{ {
Super::SetScaled(scale, force); Super::SetScaled(scale, force);
core->_SetScaled(scale); core->_SetScaled(Scaled);
} }
void DSBarInfoWrapper::AttachToPlayer(player_t *player) void DSBarInfoWrapper::AttachToPlayer(player_t *player)

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@ -208,7 +208,7 @@ void ADynamicLight::Activate(AActor *activator)
m_cycler.SetCycleType(CYCLE_Sin); m_cycler.SetCycleType(CYCLE_Sin);
m_currentRadius = m_cycler.GetVal(); m_currentRadius = m_cycler.GetVal();
} }
assert(m_currentRadius > 0); if (m_currentRadius <= 0) m_currentRadius = 1;
} }
@ -329,6 +329,7 @@ void ADynamicLight::Tick()
m_currentRadius = float(args[LIGHT_INTENSITY]); m_currentRadius = float(args[LIGHT_INTENSITY]);
break; break;
} }
if (m_currentRadius <= 0) m_currentRadius = 1;
UpdateLocation(); UpdateLocation();
} }

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@ -194,6 +194,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
light->m_cycler.ShouldCycle(true); light->m_cycler.ShouldCycle(true);
light->m_cycler.SetCycleType(CYCLE_Sin); light->m_cycler.SetCycleType(CYCLE_Sin);
light->m_currentRadius = light->m_cycler.GetVal(); light->m_currentRadius = light->m_cycler.GetVal();
if (light->m_currentRadius <= 0) light->m_currentRadius = 1;
} }
switch (m_attenuate) switch (m_attenuate)
@ -369,7 +370,7 @@ void gl_ParsePointLight(FScanner &sc)
defaults->SetOffset(floatTriple); defaults->SetOffset(floatTriple);
break; break;
case LIGHTTAG_SIZE: case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255); intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_INTENSITY, intVal); defaults->SetArg(LIGHT_INTENSITY, intVal);
break; break;
case LIGHTTAG_SUBTRACTIVE: case LIGHTTAG_SUBTRACTIVE:
@ -446,11 +447,11 @@ void gl_ParsePulseLight(FScanner &sc)
defaults->SetOffset(floatTriple); defaults->SetOffset(floatTriple);
break; break;
case LIGHTTAG_SIZE: case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 1024); intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_INTENSITY, intVal); defaults->SetArg(LIGHT_INTENSITY, intVal);
break; break;
case LIGHTTAG_SECSIZE: case LIGHTTAG_SECSIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 1024); intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal); defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
break; break;
case LIGHTTAG_INTERVAL: case LIGHTTAG_INTERVAL:
@ -536,11 +537,11 @@ void gl_ParseFlickerLight(FScanner &sc)
defaults->SetOffset(floatTriple); defaults->SetOffset(floatTriple);
break; break;
case LIGHTTAG_SIZE: case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255); intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_INTENSITY, intVal); defaults->SetArg(LIGHT_INTENSITY, intVal);
break; break;
case LIGHTTAG_SECSIZE: case LIGHTTAG_SECSIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255); intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal); defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
break; break;
case LIGHTTAG_CHANCE: case LIGHTTAG_CHANCE:
@ -618,11 +619,11 @@ void gl_ParseFlickerLight2(FScanner &sc)
defaults->SetOffset(floatTriple); defaults->SetOffset(floatTriple);
break; break;
case LIGHTTAG_SIZE: case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255); intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_INTENSITY, intVal); defaults->SetArg(LIGHT_INTENSITY, intVal);
break; break;
case LIGHTTAG_SECSIZE: case LIGHTTAG_SECSIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255); intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal); defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
break; break;
case LIGHTTAG_INTERVAL: case LIGHTTAG_INTERVAL:
@ -707,7 +708,7 @@ void gl_ParseSectorLight(FScanner &sc)
break; break;
case LIGHTTAG_SCALE: case LIGHTTAG_SCALE:
floatVal = gl_ParseFloat(sc); floatVal = gl_ParseFloat(sc);
defaults->SetArg(LIGHT_SCALE, (BYTE)(floatVal * 255)); defaults->SetArg(LIGHT_SCALE, clamp((int)(floatVal * 255), 1, 1024));
break; break;
case LIGHTTAG_SUBTRACTIVE: case LIGHTTAG_SUBTRACTIVE:
defaults->SetSubtractive(gl_ParseInt(sc) != 0); defaults->SetSubtractive(gl_ParseInt(sc) != 0);

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@ -306,12 +306,12 @@ float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity)
} }
else if (sectorfogdensity != 0) else if (sectorfogdensity != 0)
{ {
// case 2: Sector has an explicit fog density set. // case 1: Sector has an explicit fog density set.
density = sectorfogdensity; density = sectorfogdensity;
} }
else if ((fogcolor.d & 0xffffff) == 0) else if ((fogcolor.d & 0xffffff) == 0)
{ {
// case 1: black fog // case 2: black fog
if (glset.lightmode != 8) if (glset.lightmode != 8)
{ {
density = distfogtable[glset.lightmode != 0][gl_ClampLight(lightlevel)]; density = distfogtable[glset.lightmode != 0][gl_ClampLight(lightlevel)];

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@ -379,7 +379,8 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
case GLPASS_ALL: // Same, but also creates the dynlight data. case GLPASS_ALL: // Same, but also creates the dynlight data.
gl_SetColor(lightlevel, rel, Colormap,1.0f); gl_SetColor(lightlevel, rel, Colormap,1.0f);
gl_SetFog(lightlevel, rel, &Colormap, false); gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetObjectColor(FlatColor | 0xff000000); if (!gltexture->tex->isFullbright())
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (sector->special != GLSector_Skybox) if (sector->special != GLSector_Skybox)
{ {
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false); gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
@ -406,7 +407,8 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE); if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
gl_SetColor(lightlevel, rel, Colormap, alpha); gl_SetColor(lightlevel, rel, Colormap, alpha);
gl_SetFog(lightlevel, rel, &Colormap, false); gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetObjectColor(FlatColor | 0xff000000); if (!gltexture || !gltexture->tex->isFullbright())
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (!gltexture) if (!gltexture)
{ {
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);

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@ -119,11 +119,11 @@ void GLSprite::CalculateVertices(FVector3 *v)
// Tilt the actor up or down based on pitch (increase 'somersaults' forward). // Tilt the actor up or down based on pitch (increase 'somersaults' forward).
// Then counteract the roll and DO A BARREL ROLL. // Then counteract the roll and DO A BARREL ROLL.
FAngle pitch = (float)-actor->Angles.Pitch.Degrees; FAngle pitch = (float)-Angles.Pitch.Degrees;
pitch.Normalized180(); pitch.Normalized180();
mat.Translate(x, z, y); mat.Translate(x, z, y);
mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees); mat.Rotate(0, 1, 0, 270. - Angles.Yaw.Degrees);
mat.Rotate(1, 0, 0, pitch.Degrees); mat.Rotate(1, 0, 0, pitch.Degrees);
if (actor->renderflags & RF_ROLLCENTER) if (actor->renderflags & RF_ROLLCENTER)
@ -132,12 +132,12 @@ void GLSprite::CalculateVertices(FVector3 *v)
float cy = (y1 + y2) * 0.5; float cy = (y1 + y2) * 0.5;
mat.Translate(cx - x, 0, cy - y); mat.Translate(cx - x, 0, cy - y);
mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees); mat.Rotate(0, 1, 0, - Angles.Roll.Degrees);
mat.Translate(-cx, -z, -cy); mat.Translate(-cx, -z, -cy);
} }
else else
{ {
mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees); mat.Rotate(0, 1, 0, - Angles.Roll.Degrees);
mat.Translate(-x, -z, -y); mat.Translate(-x, -z, -y);
} }
v[0] = mat * FVector3(x2, z, y2); v[0] = mat * FVector3(x2, z, y2);
@ -199,11 +199,11 @@ void GLSprite::CalculateVertices(FVector3 *v)
// [fgsfds] calculate yaw vectors // [fgsfds] calculate yaw vectors
float yawvecX = 0, yawvecY = 0, rollDegrees = 0; float yawvecX = 0, yawvecY = 0, rollDegrees = 0;
float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians(); float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
if (actor) rollDegrees = actor->Angles.Roll.Degrees; if (actor) rollDegrees = Angles.Roll.Degrees;
if (isFlatSprite) if (isFlatSprite)
{ {
yawvecX = actor->Angles.Yaw.Cos(); yawvecX = Angles.Yaw.Cos();
yawvecY = actor->Angles.Yaw.Sin(); yawvecY = Angles.Yaw.Sin();
} }
// [fgsfds] Rotate the sprite about the sight vector (roll) // [fgsfds] Rotate the sprite about the sight vector (roll)
@ -326,12 +326,16 @@ void GLSprite::Draw(int pass)
{ {
gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL); gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
} }
PalEntry finalcol(ThingColor.a, sector_t *cursec = actor ? actor->Sector : particle ? particle->subsector->sector : nullptr;
ThingColor.r * actor->Sector->SpecialColors[sector_t::sprites].r / 255, if (cursec != nullptr)
ThingColor.g * actor->Sector->SpecialColors[sector_t::sprites].g / 255, {
ThingColor.b * actor->Sector->SpecialColors[sector_t::sprites].b / 255); PalEntry finalcol(ThingColor.a,
ThingColor.r * cursec->SpecialColors[sector_t::sprites].r / 255,
ThingColor.g * cursec->SpecialColors[sector_t::sprites].g / 255,
ThingColor.b * cursec->SpecialColors[sector_t::sprites].b / 255);
gl_RenderState.SetObjectColor(finalcol); gl_RenderState.SetObjectColor(finalcol);
}
gl_SetColor(lightlevel, rel, Colormap, trans); gl_SetColor(lightlevel, rel, Colormap, trans);
} }
@ -712,10 +716,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
} }
} }
} }
if (thing == camera)
{
int a = 0;
}
// don't draw first frame of a player missile // don't draw first frame of a player missile
if (thing->flags&MF_MISSILE) if (thing->flags&MF_MISSILE)
@ -737,6 +737,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos); int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
if (clipres == GLPortal::PClip_InFront) return; if (clipres == GLPortal::PClip_InFront) return;
} }
Angles = thing->InterpolatedAngles(r_TicFracF);
player_t *player = &players[consoleplayer]; player_t *player = &players[consoleplayer];
FloatRect r; FloatRect r;
@ -783,7 +784,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
} }
else if (!(thing->renderflags & RF_FLATSPRITE)) else if (!(thing->renderflags & RF_FLATSPRITE))
{ {
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror); patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
} }
else else
{ {
@ -854,8 +855,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
} }
break; break;
case RF_WALLSPRITE: case RF_WALLSPRITE:
viewvecX = thing->Angles.Yaw.Cos(); viewvecX = Angles.Yaw.Cos();
viewvecY = thing->Angles.Yaw.Sin(); viewvecY = Angles.Yaw.Sin();
x1 = x + viewvecY*leftfac; x1 = x + viewvecY*leftfac;
x2 = x + viewvecY*rightfac; x2 = x + viewvecY*rightfac;

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@ -376,6 +376,7 @@ public:
AActor * actor; AActor * actor;
particle_t * particle; particle_t * particle;
TArray<lightlist_t> *lightlist; TArray<lightlist_t> *lightlist;
DRotator Angles;
void SplitSprite(sector_t * frontsector, bool translucent); void SplitSprite(sector_t * frontsector, bool translucent);
void SetLowerParam(); void SetLowerParam();

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@ -1177,6 +1177,11 @@ class DBlockThingsIterator : public DObject, public FMultiBlockThingsIterator
{ {
DECLARE_CLASS(DBlockThingsIterator, DObject); DECLARE_CLASS(DBlockThingsIterator, DObject);
FPortalGroupArray check; FPortalGroupArray check;
protected:
DBlockThingsIterator()
:FMultiBlockThingsIterator(check)
{
}
public: public:
FMultiBlockThingsIterator::CheckResult cres; FMultiBlockThingsIterator::CheckResult cres;
@ -1186,7 +1191,7 @@ public:
return FMultiBlockThingsIterator::Next(&cres); return FMultiBlockThingsIterator::Next(&cres);
} }
DBlockThingsIterator(AActor *origin = nullptr, double checkradius = -1, bool ignorerestricted = false) DBlockThingsIterator(AActor *origin, double checkradius = -1, bool ignorerestricted = false)
: FMultiBlockThingsIterator(check, origin, checkradius, ignorerestricted) : FMultiBlockThingsIterator(check, origin, checkradius, ignorerestricted)
{ {
cres.thing = nullptr; cres.thing = nullptr;

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@ -327,6 +327,8 @@ class FMultiBlockThingsIterator
void startIteratorForGroup(int group); void startIteratorForGroup(int group);
protected:
FMultiBlockThingsIterator(FPortalGroupArray &check) : checklist(check) {}
public: public:
struct CheckResult struct CheckResult

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@ -4602,8 +4602,10 @@ bool AActor::UpdateWaterLevel (bool dosplash)
for(auto rover : Sector->e->XFloor.ffloors) for(auto rover : Sector->e->XFloor.ffloors)
{ {
if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_EXISTS)) continue;
if(!(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID) continue; if (rover->flags & FF_SOLID) continue;
reset = !(rover->flags & FF_SWIMMABLE);
if (reset && rover->alpha == 0) continue;
double ff_bottom=rover->bottom.plane->ZatPoint(this); double ff_bottom=rover->bottom.plane->ZatPoint(this);
double ff_top=rover->top.plane->ZatPoint(this); double ff_top=rover->top.plane->ZatPoint(this);
@ -6251,7 +6253,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, const DVector3 &pos, bool check
double planez = rover->top.plane->ZatPoint(pos); double planez = rover->top.plane->ZatPoint(pos);
if (pos.Z > planez - 0.5 && pos.Z < planez + 0.5) // allow minor imprecisions if (pos.Z > planez - 0.5 && pos.Z < planez + 0.5) // allow minor imprecisions
{ {
if (rover->flags & (FF_SOLID | FF_SWIMMABLE)) if ((rover->flags & (FF_SOLID | FF_SWIMMABLE)) || rover->alpha > 0)
{ {
terrainnum = rover->model->GetTerrain(rover->top.isceiling); terrainnum = rover->model->GetTerrain(rover->top.isceiling);
goto foundone; goto foundone;

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@ -1461,23 +1461,23 @@ public:
continue; continue;
case NAME_Color_Floor: case NAME_Color_Floor:
sec->SpecialColors[sector_t::floor] = CheckInt(key) || 0xff000000; sec->SpecialColors[sector_t::floor] = CheckInt(key) | 0xff000000;
break; break;
case NAME_Color_Ceiling: case NAME_Color_Ceiling:
sec->SpecialColors[sector_t::ceiling] = CheckInt(key) || 0xff000000; sec->SpecialColors[sector_t::ceiling] = CheckInt(key) | 0xff000000;
break; break;
case NAME_Color_Walltop: case NAME_Color_Walltop:
sec->SpecialColors[sector_t::walltop] = CheckInt(key) || 0xff000000; sec->SpecialColors[sector_t::walltop] = CheckInt(key) | 0xff000000;
break; break;
case NAME_Color_Wallbottom: case NAME_Color_Wallbottom:
sec->SpecialColors[sector_t::wallbottom] = CheckInt(key) || 0xff000000; sec->SpecialColors[sector_t::wallbottom] = CheckInt(key) | 0xff000000;
break; break;
case NAME_Color_Sprites: case NAME_Color_Sprites:
sec->SpecialColors[sector_t::sprites] = CheckInt(key) || 0xff000000; sec->SpecialColors[sector_t::sprites] = CheckInt(key) | 0xff000000;
break; break;
case NAME_Desaturation: case NAME_Desaturation:

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@ -1874,7 +1874,14 @@ void ZCCCompiler::InitDefaults()
if (!c->Type()->IsDescendantOf(RUNTIME_CLASS(AActor))) if (!c->Type()->IsDescendantOf(RUNTIME_CLASS(AActor)))
{ {
if (c->Defaults.Size()) Error(c->cls, "%s: Non-actor classes may not have defaults", c->Type()->TypeName.GetChars()); if (c->Defaults.Size()) Error(c->cls, "%s: Non-actor classes may not have defaults", c->Type()->TypeName.GetChars());
if (c->Type()->ParentClass) c->Type()->ParentClass->DeriveData(c->Type()); if (c->Type()->ParentClass)
{
auto ti = static_cast<PClassActor *>(c->Type());
FString mename = ti->TypeName.GetChars();
ti->InitializeDefaults();
ti->ParentClass->DeriveData(ti);
}
} }
else else
{ {