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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 23:32:02 +00:00
Merge branch 'master' into Glew_Version_For_Real
This commit is contained in:
commit
4ad1e0b4cb
5 changed files with 65 additions and 27 deletions
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@ -1307,7 +1307,7 @@ void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags)
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}
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// Clears the entire inventory and gives back the defaults for starting a game
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if (flags & CHANGELEVEL_RESETINVENTORY)
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if ((flags & CHANGELEVEL_RESETINVENTORY) && p->playerstate != PST_DEAD)
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{
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p->mo->ClearInventory();
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p->mo->GiveDefaultInventory();
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@ -335,7 +335,7 @@ FString M_GetCachePath(bool create)
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char pathstr[PATH_MAX];
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FSRef folder;
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if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, create ? kCreateFolder : 0, &folder) &&
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if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, create ? kCreateFolder : 0, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX))
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{
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path = pathstr;
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@ -959,6 +959,7 @@ bool P_LoadGLNodes(MapData * map)
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bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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{
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bool ret = false;
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bool loaded = false;
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// If the map loading code has performed a node rebuild we don't need to check for it again.
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if (!rebuilt && !P_CheckForGLNodes())
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@ -978,7 +979,8 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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numsegs = 0;
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// Try to load GL nodes (cached or GWA)
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if (!P_LoadGLNodes(map))
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loaded = P_LoadGLNodes(map);
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if (!loaded)
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{
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// none found - we have to build new ones!
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unsigned int startTime, endTime;
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@ -1006,20 +1008,22 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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}
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}
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if (!loaded)
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{
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#ifdef DEBUG
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// Building nodes in debug is much slower so let's cache them only if cachetime is 0
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buildtime = 0;
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// Building nodes in debug is much slower so let's cache them only if cachetime is 0
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buildtime = 0;
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#endif
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if (gl_cachenodes && buildtime/1000.f >= gl_cachetime)
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{
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DPrintf("Caching nodes\n");
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CreateCachedNodes(map);
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if (gl_cachenodes && buildtime/1000.f >= gl_cachetime)
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{
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DPrintf("Caching nodes\n");
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CreateCachedNodes(map);
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}
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else
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{
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DPrintf("Not caching nodes (time = %f)\n", buildtime/1000.f);
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}
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}
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else
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{
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DPrintf("Not caching nodes (time = %f)\n", buildtime/1000.f);
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}
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if (!gamenodes)
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{
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@ -1168,8 +1172,21 @@ static void CreateCachedNodes(MapData *map)
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FString path = CreateCacheName(map, true);
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FILE *f = fopen(path, "wb");
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fwrite(compressed, 1, outlen+offset, f);
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fclose(f);
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if (f != NULL)
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{
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if (fwrite(compressed, outlen+offset, 1, f) != 1)
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{
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Printf("Error saving nodes to file %s\n", path.GetChars());
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}
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fclose(f);
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}
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else
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{
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Printf("Cannot open nodes file %s for writing\n", path.GetChars());
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}
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delete [] compressed;
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}
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@ -1246,6 +1246,7 @@ public:
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int fadecolor = -1;
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int desaturation = -1;
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int fplaneflags = 0, cplaneflags = 0;
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double fp[4] = { 0 }, cp[4] = { 0 };
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memset(sec, 0, sizeof(*sec));
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sec->lightlevel = 160;
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@ -1449,44 +1450,42 @@ public:
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case NAME_floorplane_a:
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fplaneflags |= 1;
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sec->floorplane.a = CheckFixed(key);
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fp[0] = CheckFloat(key);
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break;
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case NAME_floorplane_b:
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fplaneflags |= 2;
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sec->floorplane.b = CheckFixed(key);
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fp[1] = CheckFloat(key);
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break;
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case NAME_floorplane_c:
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fplaneflags |= 4;
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sec->floorplane.c = CheckFixed(key);
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sec->floorplane.ic = FixedDiv(FRACUNIT, sec->floorplane.c);
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fp[2] = CheckFloat(key);
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break;
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case NAME_floorplane_d:
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fplaneflags |= 8;
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sec->floorplane.d = CheckFixed(key);
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fp[3] = CheckFloat(key);
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break;
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case NAME_ceilingplane_a:
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cplaneflags |= 1;
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sec->ceilingplane.a = CheckFixed(key);
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cp[0] = CheckFloat(key);
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break;
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case NAME_ceilingplane_b:
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cplaneflags |= 2;
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sec->ceilingplane.b = CheckFixed(key);
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cp[1] = CheckFloat(key);
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break;
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case NAME_ceilingplane_c:
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cplaneflags |= 4;
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sec->ceilingplane.c = CheckFixed(key);
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sec->ceilingplane.ic = FixedDiv(FRACUNIT, sec->ceilingplane.c);
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cp[2] = CheckFloat(key);
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break;
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case NAME_ceilingplane_d:
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cplaneflags |= 8;
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sec->ceilingplane.d = CheckFixed(key);
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cp[3] = CheckFloat(key);
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break;
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default:
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@ -1509,6 +1508,17 @@ public:
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sec->floorplane.c = FRACUNIT;
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sec->floorplane.ic = FRACUNIT;
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}
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else
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{
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double ulen = TVector3<double>(fp[0], fp[1], fp[2]).Length();
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// normalize the vector, it must have a length of 1
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sec->floorplane.a = FLOAT2FIXED(fp[0] / ulen);
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sec->floorplane.b = FLOAT2FIXED(fp[1] / ulen);
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sec->floorplane.c = FLOAT2FIXED(fp[2] / ulen);
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sec->floorplane.d = FLOAT2FIXED(fp[3] / ulen);
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sec->floorplane.ic = FLOAT2FIXED(ulen / fp[2]);
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}
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if (cplaneflags != 15)
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{
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sec->ceilingplane.a = sec->ceilingplane.b = 0;
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@ -1516,6 +1526,17 @@ public:
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sec->ceilingplane.c = -FRACUNIT;
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sec->ceilingplane.ic = -FRACUNIT;
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}
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else
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{
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double ulen = TVector3<double>(cp[0], cp[1], cp[2]).Length();
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// normalize the vector, it must have a length of 1
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sec->floorplane.a = FLOAT2FIXED(cp[0] / ulen);
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sec->floorplane.b = FLOAT2FIXED(cp[1] / ulen);
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sec->floorplane.c = FLOAT2FIXED(cp[2] / ulen);
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sec->floorplane.d = FLOAT2FIXED(cp[3] / ulen);
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sec->floorplane.ic = FLOAT2FIXED(ulen / cp[2]);
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}
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if (lightcolor == -1 && fadecolor == -1 && desaturation == -1)
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{
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@ -1324,7 +1324,7 @@ flickerlight2 BCANDLE
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object ZBlueCandle
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{
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frame CAND { light BCANDLE }
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frame BCAN { light BCANDLE }
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}
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// Small flame
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