mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 14:22:13 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
34c4041a44
20 changed files with 95 additions and 81 deletions
|
@ -2056,6 +2056,8 @@ void FDynamicBuffer::SetData (const BYTE *data, int len)
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else
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{
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m_Len = 0;
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||||
M_Free(m_Data);
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m_Data = NULL;
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||||
}
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}
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|
|
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@ -16,7 +16,7 @@ class FWeaponSlot
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{
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public:
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FWeaponSlot() { Clear(); }
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FWeaponSlot(const FWeaponSlot &other) { Weapons = other.Weapons; }
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FWeaponSlot(const FWeaponSlot &other):Weapons(other.Weapons) {}
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FWeaponSlot &operator= (const FWeaponSlot &other) { Weapons = other.Weapons; return *this; }
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void Clear() { Weapons.Clear(); }
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bool AddWeapon (const char *type);
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|
|
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@ -73,6 +73,7 @@ CVAR (Bool, hud_showitems, false,CVAR_ARCHIVE); // Show item stats on HUD
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CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
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CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score
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CVAR (Bool, hud_showweapons, true, CVAR_ARCHIVE); // Show weapons collected
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CVAR (Int , hud_showammo, 2, CVAR_ARCHIVE); // Show ammo collected
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CVAR (Int , hud_showtime, 0, CVAR_ARCHIVE); // Show time on HUD
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CVAR (Int , hud_timecolor, CR_GOLD,CVAR_ARCHIVE); // Color of in-game time on HUD
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CVAR (Int , hud_showlag, 0, CVAR_ARCHIVE); // Show input latency (maketic - gametic difference)
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@ -547,15 +548,28 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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orderedammos.Clear();
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if (0 == hud_showammo)
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{
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// Show ammo for current weapon if any
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if (wi) AddAmmoToList(wi);
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}
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else
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{
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// Order ammo by use of weapons in the weapon slots
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// Do not check for actual presence in the inventory!
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// We want to show all ammo types that can be used by
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// the weapons in the weapon slots.
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for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
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{
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const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
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if (weap) AddAmmoToList((AWeapon*)GetDefaultByType(weap));
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if (weap)
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{
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// Show ammo for available weapons if hud_showammo CVAR is 1
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// or show ammo for all weapons if hud_showammo is greater than 1
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if (hud_showammo > 1 || CPlayer->mo->FindInventory(weap))
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{
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AddAmmoToList((AWeapon*)GetDefaultByType(weap));
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}
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}
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}
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// Now check for the remaining weapons that are in the inventory but not in the weapon slots
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@ -566,6 +580,7 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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AddAmmoToList((AWeapon*)inv);
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}
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}
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}
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// ok, we got all ammo types. Now draw the list back to front (bottom to top)
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@ -937,13 +937,10 @@ void FNodeBuilder::SetNodeFromSeg (node_t &node, const FPrivSeg *pseg) const
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DWORD FNodeBuilder::SplitSeg (DWORD segnum, int splitvert, int v1InFront)
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{
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double dx, dy;
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FPrivSeg newseg;
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int newnum = (int)Segs.Size();
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newseg = Segs[segnum];
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dx = double(Vertices[splitvert].x - Vertices[newseg.v1].x);
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dy = double(Vertices[splitvert].y - Vertices[newseg.v1].y);
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if (v1InFront > 0)
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{
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newseg.v1 = splitvert;
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@ -1129,8 +1126,7 @@ int ClassifyLineBackpatchC (node_t &node, const FSimpleVert *v1, const FSimpleVe
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long pagesize = sysconf(_SC_PAGESIZE);
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char *callerpage = (char *)((intptr_t)calleroffset & ~(pagesize - 1));
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size_t protectlen = (intptr_t)calleroffset + sizeof(void*) - (intptr_t)callerpage;
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int ptect;
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if (!(ptect = mprotect(callerpage, protectlen, PROT_READ|PROT_WRITE|PROT_EXEC)))
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if (!mprotect(callerpage, protectlen, PROT_READ|PROT_WRITE|PROT_EXEC))
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#endif
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{
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*calleroffset = diff;
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|
|
|
@ -317,7 +317,6 @@ int FNodeBuilder::CloseSubsector (TArray<glseg_t> &segs, int subsector, vertex_t
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{
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angle_t bestdiff = ANGLE_MAX;
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FPrivSeg *bestseg = NULL;
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DWORD bestj = DWORD_MAX;
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j = first;
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do
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{
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@ -328,14 +327,12 @@ int FNodeBuilder::CloseSubsector (TArray<glseg_t> &segs, int subsector, vertex_t
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{
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bestdiff = diff;
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bestseg = seg;
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bestj = j;
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break;
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}
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if (diff < bestdiff && diff > 0)
|
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{
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bestdiff = diff;
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bestseg = seg;
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bestj = j;
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}
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}
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while (++j < max);
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|
|
|
@ -176,7 +176,7 @@ void FNodeBuilder::AddMinisegs (const node_t &node, DWORD splitseg, DWORD &fset,
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{
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if (prev != NULL)
|
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{
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||||
DWORD fseg1, bseg1, fseg2, bseg2;
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DWORD fseg1, bseg1;
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DWORD fnseg, bnseg;
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// Minisegs should only be added when they can create valid loops on both the front and
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@ -186,8 +186,8 @@ void FNodeBuilder::AddMinisegs (const node_t &node, DWORD splitseg, DWORD &fset,
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if ((fseg1 = CheckLoopStart (node.dx, node.dy, prev->Info.Vertex, event->Info.Vertex)) != DWORD_MAX &&
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(bseg1 = CheckLoopStart (-node.dx, -node.dy, event->Info.Vertex, prev->Info.Vertex)) != DWORD_MAX &&
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(fseg2 = CheckLoopEnd (node.dx, node.dy, event->Info.Vertex)) != DWORD_MAX &&
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(bseg2 = CheckLoopEnd (-node.dx, -node.dy, prev->Info.Vertex)) != DWORD_MAX)
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||||
(CheckLoopEnd (node.dx, node.dy, event->Info.Vertex)) != DWORD_MAX &&
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(CheckLoopEnd (-node.dx, -node.dy, prev->Info.Vertex)) != DWORD_MAX)
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{
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// Add miniseg on the front side
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fnseg = AddMiniseg (prev->Info.Vertex, event->Info.Vertex, DWORD_MAX, fseg1, splitseg);
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|
|
|
@ -660,10 +660,7 @@ void ACSStringPool::ReadStrings(PNGHandle *png, DWORD id)
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i++;
|
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j = arc.ReadCount();
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}
|
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if (str != NULL)
|
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{
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delete[] str;
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}
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FindFirstFreeEntry(0);
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}
|
||||
}
|
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@ -2052,7 +2049,6 @@ FBehavior::FBehavior (int lumpnum, FileReader * fr, int len)
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}
|
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}
|
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}
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i += 4+ArrayStore[arraynum].ArraySize;
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}
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}
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|
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@ -5846,13 +5842,13 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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}
|
||||
|
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FActorIterator iterator(args[0]);
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bool canraiseall = false;
|
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bool canraiseall = true;
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while ((actor = iterator.Next()))
|
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{
|
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canraiseall = !P_Thing_CanRaise(actor) | canraiseall;
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canraiseall = P_Thing_CanRaise(actor) && canraiseall;
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}
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return !canraiseall;
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return canraiseall;
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}
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break;
|
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|
||||
|
|
|
@ -924,7 +924,7 @@ public:
|
|||
{
|
||||
const char *speakerName;
|
||||
int x, y, linesize;
|
||||
int width, fontheight;
|
||||
int width=screen->GetWidth(), height=screen->GetHeight(), fontheight;
|
||||
|
||||
player_t *cp = &players[consoleplayer];
|
||||
|
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|
@ -949,8 +949,8 @@ public:
|
|||
{
|
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screen->DrawTexture (TexMan(CurNode->Backdrop), 0, 0, DTA_320x200, true, TAG_DONE);
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}
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x = 16 * screen->GetWidth() / 320;
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y = 16 * screen->GetHeight() / 200;
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x = 16 * width / 320;
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y = 16 * height / 200;
|
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linesize = 10 * CleanYfac;
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||||
|
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// Who is talking to you?
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|
@ -970,16 +970,16 @@ public:
|
|||
int i;
|
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for (i = 0; mDialogueLines[i].Width >= 0; ++i)
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{ }
|
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screen->Dim (0, 0.45f, 14 * screen->GetWidth() / 320, 13 * screen->GetHeight() / 200,
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308 * screen->GetWidth() / 320 - 14 * screen->GetWidth () / 320,
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screen->Dim (0, 0.45f, 14 * width / 320, 13 * height / 200,
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308 * width / 320 - 14 * width / 320,
|
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speakerName == NULL ? linesize * i + 6 * CleanYfac
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: linesize * i + 6 * CleanYfac + linesize * 3/2);
|
||||
}
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// Dim the screen behind the PC's choices.
|
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screen->Dim (0, 0.45f, (24-160) * CleanXfac + screen->GetWidth()/2,
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(mYpos - 2 - 100) * CleanYfac + screen->GetHeight()/2,
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screen->Dim (0, 0.45f, (24-160) * CleanXfac + width/2,
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(mYpos - 2 - 100) * CleanYfac + height/2,
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272 * CleanXfac,
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MIN<int>(mResponseLines.Size() * OptionSettings.mLinespacing + 4, 200 - mYpos) * CleanYfac);
|
||||
|
||||
|
@ -989,7 +989,7 @@ public:
|
|||
DTA_CleanNoMove, true, TAG_DONE);
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y += linesize * 3 / 2;
|
||||
}
|
||||
x = 24 * screen->GetWidth() / 320;
|
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x = 24 * width / 320;
|
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for (int i = 0; mDialogueLines[i].Width >= 0; ++i)
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{
|
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screen->DrawText (SmallFont, CR_UNTRANSLATED, x, y, mDialogueLines[i].Text,
|
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|
@ -1019,7 +1019,6 @@ public:
|
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int response = 0;
|
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for (unsigned i = 0; i < mResponseLines.Size(); i++, y += fontheight)
|
||||
{
|
||||
width = SmallFont->StringWidth(mResponseLines[i]);
|
||||
x = 64;
|
||||
|
||||
screen->DrawText (SmallFont, CR_GREEN, x, y, mResponseLines[i], DTA_Clean, true, TAG_DONE);
|
||||
|
@ -1037,8 +1036,8 @@ public:
|
|||
{
|
||||
int color = ((DMenu::MenuTime%8) < 4) || DMenu::CurrentMenu != this ? CR_RED:CR_GREY;
|
||||
|
||||
x = (50 + 3 - 160) * CleanXfac + screen->GetWidth() / 2;
|
||||
int yy = (y + fontheight/2 - 5 - 100) * CleanYfac + screen->GetHeight() / 2;
|
||||
x = (50 + 3 - 160) * CleanXfac + width / 2;
|
||||
int yy = (y + fontheight/2 - 5 - 100) * CleanYfac + height / 2;
|
||||
screen->DrawText (ConFont, color, x, yy, "\xd",
|
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DTA_CellX, 8 * CleanXfac,
|
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DTA_CellY, 8 * CleanYfac,
|
||||
|
|
|
@ -2544,8 +2544,6 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
// use the current actor's radius instead of the Arch Vile's default.
|
||||
fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;
|
||||
|
||||
maxdist = corpsehit->GetDefault()->radius + self->radius;
|
||||
|
||||
if (abs(corpsehit->x - viletryx) > maxdist ||
|
||||
abs(corpsehit->y - viletryy) > maxdist)
|
||||
continue; // not actually touching
|
||||
|
|
|
@ -900,12 +900,12 @@ DElevator::DElevator ()
|
|||
}
|
||||
|
||||
DElevator::DElevator (sector_t *sec)
|
||||
: Super (sec)
|
||||
: m_Interp_Floor(sec->SetInterpolation(sector_t::FloorMove, true)),
|
||||
m_Interp_Ceiling(sec->SetInterpolation(sector_t::CeilingMove, true)),
|
||||
Super (sec)
|
||||
{
|
||||
sec->floordata = this;
|
||||
sec->ceilingdata = this;
|
||||
m_Interp_Floor = sec->SetInterpolation(sector_t::FloorMove, true);
|
||||
m_Interp_Ceiling = sec->SetInterpolation(sector_t::CeilingMove, true);
|
||||
}
|
||||
|
||||
void DElevator::Serialize (FArchive &arc)
|
||||
|
|
|
@ -366,7 +366,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
|
|||
|
||||
if (debugfile && this->player)
|
||||
{
|
||||
static int dieticks[MAXPLAYERS];
|
||||
static int dieticks[MAXPLAYERS]; // [ZzZombo] not used? Except if for peeking in debugger...
|
||||
int pnum = int(this->player-players);
|
||||
dieticks[pnum] = gametic;
|
||||
fprintf (debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
|
||||
|
@ -1716,14 +1716,12 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
|
|||
bool playPainSound)
|
||||
{
|
||||
AActor *target;
|
||||
AActor *inflictor;
|
||||
|
||||
if (player == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
target = player->mo;
|
||||
inflictor = source;
|
||||
if (target->health <= 0)
|
||||
{
|
||||
return;
|
||||
|
|
|
@ -755,12 +755,14 @@ bool PIT_CheckLine(line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
|
|||
if (!(tm.thing->flags & MF_DROPOFF) &&
|
||||
!(tm.thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
|
||||
{
|
||||
secplane_t frontplane = ld->frontsector->floorplane;
|
||||
secplane_t backplane = ld->backsector->floorplane;
|
||||
secplane_t frontplane, backplane;
|
||||
#ifdef _3DFLOORS
|
||||
// Check 3D floors as well
|
||||
frontplane = P_FindFloorPlane(ld->frontsector, tm.thing->x, tm.thing->y, tm.thing->floorz);
|
||||
backplane = P_FindFloorPlane(ld->backsector, tm.thing->x, tm.thing->y, tm.thing->floorz);
|
||||
#else
|
||||
frontplane = ld->frontsector->floorplane;
|
||||
backplane = ld->backsector->floorplane;
|
||||
#endif
|
||||
if (frontplane.c < STEEPSLOPE || backplane.c < STEEPSLOPE)
|
||||
{
|
||||
|
@ -2964,7 +2966,6 @@ bool FSlide::BounceWall(AActor *mo)
|
|||
deltaangle = (2 * lineangle) - moveangle;
|
||||
mo->angle = deltaangle;
|
||||
|
||||
lineangle >>= ANGLETOFINESHIFT;
|
||||
deltaangle >>= ANGLETOFINESHIFT;
|
||||
|
||||
movelen = fixed_t(sqrt(double(mo->velx)*mo->velx + double(mo->vely)*mo->vely));
|
||||
|
@ -3151,9 +3152,6 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
|
|||
fixed_t trY = trace.y + FixedMul(trace.dy, in->frac);
|
||||
fixed_t dist = FixedMul(attackrange, in->frac);
|
||||
|
||||
|
||||
int dir = aimpitch < 0 ? 1 : aimpitch > 0 ? -1 : 0;
|
||||
|
||||
frontflag = P_PointOnLineSide(shootthing->x, shootthing->y, li);
|
||||
|
||||
// 3D floor check. This is not 100% accurate but normally sufficient when
|
||||
|
|
|
@ -1979,11 +1979,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
bool blockingtg = (BlockingMobj->target != NULL);
|
||||
if (BlockingMobj->flags7 & MF7_AIMREFLECT && (tg || blockingtg))
|
||||
{
|
||||
AActor *origin;
|
||||
if (tg)
|
||||
origin = mo->target;
|
||||
else if (blockingtg)
|
||||
origin = BlockingMobj->target;
|
||||
AActor *origin=tg ? mo->target : BlockingMobj->target;
|
||||
|
||||
float speed = (float)(mo->Speed);
|
||||
//dest->x - source->x
|
||||
|
@ -3496,11 +3492,13 @@ void AActor::Tick ()
|
|||
velz <= 0 &&
|
||||
floorz == z)
|
||||
{
|
||||
secplane_t floorplane = floorsector->floorplane;
|
||||
secplane_t floorplane;
|
||||
|
||||
#ifdef _3DFLOORS
|
||||
// Check 3D floors as well
|
||||
floorplane = P_FindFloorPlane(floorsector, x, y, floorz);
|
||||
#else
|
||||
floorplane = floorsector->floorplane;
|
||||
#endif
|
||||
|
||||
if (floorplane.c < STEEPSLOPE &&
|
||||
|
@ -5631,18 +5629,25 @@ static fixed_t GetDefaultSpeed(const PClass *type)
|
|||
|
||||
AActor *P_SpawnMissile (AActor *source, AActor *dest, const PClass *type, AActor *owner)
|
||||
{
|
||||
if(!source)
|
||||
return NULL;
|
||||
return P_SpawnMissileXYZ (source->x, source->y, source->z + 32*FRACUNIT + source->GetBobOffset(),
|
||||
source, dest, type, true, owner);
|
||||
}
|
||||
|
||||
AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, const PClass *type)
|
||||
{
|
||||
if(!source)
|
||||
return NULL;
|
||||
return P_SpawnMissileXYZ (source->x, source->y, z, source, dest, type);
|
||||
}
|
||||
|
||||
AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
|
||||
AActor *source, AActor *dest, const PClass *type, bool checkspawn, AActor *owner)
|
||||
{
|
||||
if(!source)
|
||||
return NULL;
|
||||
|
||||
if (dest == NULL)
|
||||
{
|
||||
Printf ("P_SpawnMissilyXYZ: Tried to shoot %s from %s with no dest\n",
|
||||
|
@ -5712,6 +5717,8 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
|
|||
|
||||
AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const PClass *type)
|
||||
{
|
||||
if(!source)
|
||||
return NULL;
|
||||
angle_t an;
|
||||
fixed_t dist;
|
||||
AActor *th = Spawn (type, source->x, source->y, source->z + 4*8*FRACUNIT, ALLOW_REPLACE);
|
||||
|
@ -5753,6 +5760,8 @@ AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const
|
|||
AActor *P_SpawnMissileAngle (AActor *source, const PClass *type,
|
||||
angle_t angle, fixed_t velz)
|
||||
{
|
||||
if(!source)
|
||||
return NULL;
|
||||
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT + source->GetBobOffset(),
|
||||
type, angle, velz, GetDefaultSpeed (type));
|
||||
}
|
||||
|
@ -5760,12 +5769,16 @@ AActor *P_SpawnMissileAngle (AActor *source, const PClass *type,
|
|||
AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z,
|
||||
const PClass *type, angle_t angle, fixed_t velz)
|
||||
{
|
||||
if(!source)
|
||||
return NULL;
|
||||
return P_SpawnMissileAngleZSpeed (source, z, type, angle, velz,
|
||||
GetDefaultSpeed (type));
|
||||
}
|
||||
|
||||
AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PClass *type)
|
||||
{
|
||||
if(!source)
|
||||
return NULL;
|
||||
angle_t an;
|
||||
fixed_t dist;
|
||||
fixed_t speed;
|
||||
|
@ -5796,6 +5809,8 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
|
|||
AActor *P_SpawnMissileAngleSpeed (AActor *source, const PClass *type,
|
||||
angle_t angle, fixed_t velz, fixed_t speed)
|
||||
{
|
||||
if(!source)
|
||||
return NULL;
|
||||
return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT + source->GetBobOffset(),
|
||||
type, angle, velz, speed);
|
||||
}
|
||||
|
@ -5803,6 +5818,8 @@ AActor *P_SpawnMissileAngleSpeed (AActor *source, const PClass *type,
|
|||
AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
|
||||
const PClass *type, angle_t angle, fixed_t velz, fixed_t speed, AActor *owner, bool checkspawn)
|
||||
{
|
||||
if(!source)
|
||||
return NULL;
|
||||
AActor *mo;
|
||||
|
||||
if (z != ONFLOORZ && z != ONCEILINGZ && source != NULL)
|
||||
|
@ -5840,6 +5857,8 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
|
|||
|
||||
AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type)
|
||||
{
|
||||
if(!source)
|
||||
return NULL;
|
||||
return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->angle);
|
||||
}
|
||||
|
||||
|
|
|
@ -1362,7 +1362,7 @@ void P_LoadSegs (MapData * map)
|
|||
}
|
||||
}
|
||||
}
|
||||
catch (badseg bad)
|
||||
catch (const badseg &bad) // the preferred way is to catch by (const) reference.
|
||||
{
|
||||
switch (bad.badtype)
|
||||
{
|
||||
|
@ -1467,7 +1467,6 @@ void P_LoadSubsectors (MapData * map)
|
|||
|
||||
void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
|
||||
{
|
||||
char fname[9];
|
||||
int i;
|
||||
char *msp;
|
||||
mapsector_t *ms;
|
||||
|
@ -1486,7 +1485,6 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
|
|||
defSeqType = -1;
|
||||
|
||||
fogMap = normMap = NULL;
|
||||
fname[8] = 0;
|
||||
|
||||
msp = new char[lumplen];
|
||||
map->Read(ML_SECTORS, msp);
|
||||
|
@ -3044,16 +3042,14 @@ void P_LoadBlockMap (MapData * map)
|
|||
blockmap = blockmaplump+4;
|
||||
}
|
||||
|
||||
|
||||
line_t** linebuffer;
|
||||
|
||||
//
|
||||
// P_GroupLines
|
||||
// Builds sector line lists and subsector sector numbers.
|
||||
// Finds block bounding boxes for sectors.
|
||||
// [RH] Handles extra lights
|
||||
// [RH] Handles extra lights.
|
||||
//
|
||||
struct linf { short tag; WORD count; };
|
||||
line_t** linebuffer;
|
||||
|
||||
static void P_GroupLines (bool buildmap)
|
||||
{
|
||||
|
@ -3062,7 +3058,6 @@ static void P_GroupLines (bool buildmap)
|
|||
int i;
|
||||
int j;
|
||||
int total;
|
||||
int totallights;
|
||||
line_t* li;
|
||||
sector_t* sector;
|
||||
FBoundingBox bbox;
|
||||
|
@ -3095,7 +3090,6 @@ static void P_GroupLines (bool buildmap)
|
|||
// count number of lines in each sector
|
||||
times[1].Clock();
|
||||
total = 0;
|
||||
totallights = 0;
|
||||
for (i = 0, li = lines; i < numlines; i++, li++)
|
||||
{
|
||||
if (li->frontsector == NULL)
|
||||
|
|
|
@ -529,11 +529,9 @@ static void P_AlignPlane (sector_t *sec, line_t *line, int which)
|
|||
|
||||
FVector3 p, v1, v2, cross;
|
||||
|
||||
const secplane_t *refplane;
|
||||
secplane_t *srcplane;
|
||||
fixed_t srcheight, destheight;
|
||||
|
||||
refplane = (which == 0) ? &refsec->floorplane : &refsec->ceilingplane;
|
||||
srcplane = (which == 0) ? &sec->floorplane : &sec->ceilingplane;
|
||||
srcheight = (which == 0) ? sec->GetPlaneTexZ(sector_t::floor) : sec->GetPlaneTexZ(sector_t::ceiling);
|
||||
destheight = (which == 0) ? refsec->GetPlaneTexZ(sector_t::floor) : refsec->GetPlaneTexZ(sector_t::ceiling);
|
||||
|
|
|
@ -188,8 +188,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
|
|||
// Spawn teleport fog at source and destination
|
||||
if (sourceFog && !predicting)
|
||||
{
|
||||
fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
|
||||
P_SpawnTeleportFog(thing, oldx, oldy, oldz, true, true); //Passes the actor through which then pulls the TeleFog metadate types based on properties.
|
||||
P_SpawnTeleportFog(thing, oldx, oldy, oldz, true, true); //Passes the actor through then pulls the TeleFog metadata types based on properties.
|
||||
}
|
||||
if (useFog)
|
||||
{
|
||||
|
|
|
@ -135,7 +135,6 @@ class USDFParser : public UDMFParserBase
|
|||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
bool block = false;
|
||||
int costs = 0;
|
||||
FName key = ParseKey(true, &block);
|
||||
if (!block)
|
||||
{
|
||||
|
|
|
@ -101,11 +101,10 @@ FPlayerClass::FPlayerClass ()
|
|||
Flags = 0;
|
||||
}
|
||||
|
||||
FPlayerClass::FPlayerClass (const FPlayerClass &other)
|
||||
FPlayerClass::FPlayerClass (const FPlayerClass &other) : Skins(other.Skins)
|
||||
{
|
||||
Type = other.Type;
|
||||
Flags = other.Flags;
|
||||
Skins = other.Skins;
|
||||
}
|
||||
|
||||
FPlayerClass::~FPlayerClass ()
|
||||
|
|
|
@ -438,7 +438,6 @@ void R_MapTiltedPlane (int y, int x1)
|
|||
}
|
||||
startu = endu;
|
||||
startv = endv;
|
||||
startz = endz;
|
||||
width -= SPANSIZE;
|
||||
}
|
||||
if (width > 0)
|
||||
|
|
|
@ -795,6 +795,13 @@ OptionValue "AltHUDScale"
|
|||
2, "Pixel double"
|
||||
}
|
||||
|
||||
OptionValue "AltHUDAmmo"
|
||||
{
|
||||
0, "Current weapon"
|
||||
1, "Available weapons"
|
||||
2, "All weapons"
|
||||
}
|
||||
|
||||
OptionValue "AltHUDTime"
|
||||
{
|
||||
0, "Off"
|
||||
|
@ -828,6 +835,7 @@ OptionMenu "AltHUDOptions"
|
|||
Option "Show stamina and accuracy", "hud_showstats", "OnOff"
|
||||
Option "Show berserk", "hud_berserk_health", "OnOff"
|
||||
Option "Show weapons", "hud_showweapons", "OnOff"
|
||||
Option "Show ammo for", "hud_showammo", "AltHUDAmmo"
|
||||
Option "Show time", "hud_showtime", "AltHUDTime"
|
||||
Option "Time color", "hud_timecolor", "TextColors"
|
||||
Option "Show network latency", "hud_showlag", "AltHUDLag"
|
||||
|
|
Loading…
Reference in a new issue