mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 22:11:43 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
4c13a8df6e
13 changed files with 64 additions and 20 deletions
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@ -515,6 +515,14 @@ bool E_CheckReplacement( PClassActor *replacee, PClassActor **replacement )
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return final;
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}
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void E_NewGame()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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handler->NewGame();
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}
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}
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// normal event loopers (non-special, argument-less)
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DEFINE_EVENT_LOOPER(RenderFrame)
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DEFINE_EVENT_LOOPER(WorldLightning)
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@ -668,6 +676,8 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, NetworkProcess);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, CheckReplacement);
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, NewGame)
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// ===========================================
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//
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// Event handlers
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@ -1154,6 +1164,18 @@ void DStaticEventHandler::CheckReplacement( PClassActor *replacee, PClassActor *
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}
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}
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void DStaticEventHandler::NewGame()
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{
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IFVIRTUAL(DStaticEventHandler, NewGame)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_NewGame_VMPtr)
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return;
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VMValue params[1] = { (DStaticEventHandler*)this };
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VMCall(func, params, 1, nullptr, 0);
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}
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}
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//
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void DStaticEventHandler::OnDestroy()
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{
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@ -72,6 +72,9 @@ void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manu
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// called when looking up the replacement for an actor class
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bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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// called on new game
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void E_NewGame();
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// send networked event. unified function.
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual);
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@ -172,6 +175,9 @@ public:
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//
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void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
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//
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void NewGame();
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};
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class DEventHandler : public DStaticEventHandler
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{
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@ -527,6 +527,10 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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gamestate = GS_LEVEL;
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}
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G_DoLoadLevel (0, false);
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if(!savegamerestore)
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{
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E_NewGame();
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}
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}
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//
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@ -169,7 +169,7 @@ void CheckBench()
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AppendRenderTimes(compose);
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AppendLightStats(compose);
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//AppendMissingTextureStats(compose);
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compose.AppendFormat("%llu fps\n\n", screen->GetLastFPS());
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compose.AppendFormat("%llu fps\n\n", (unsigned long long)screen->GetLastFPS());
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FILE *f = fopen("benchmarks.txt", "at");
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if (f != NULL)
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@ -453,6 +453,7 @@ enum EDmgFlags
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DMG_NO_PROTECT = 256,
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DMG_USEANGLE = 512,
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DMG_NO_PAIN = 1024,
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DMG_EXPLOSION = 2048,
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};
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@ -4754,11 +4754,18 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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// We must pass the unreplaced puff type here
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puff = P_SpawnPuff(t1, pufftype, bleedpos, trace.SrcAngleFromTarget, trace.SrcAngleFromTarget - 90, 2, puffFlags | PF_HITTHING, trace.Actor);
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if (nointeract)
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{
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return puff;
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}
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}
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if (victim != NULL)
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{
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victim->linetarget = trace.Actor;
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victim->attackAngleFromSource = trace.SrcAngleFromTarget;
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// With arbitrary portals this cannot be calculated so using the actual attack angle is the only option.
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victim->angleFromSource = trace.unlinked ? victim->attackAngleFromSource : t1->AngleTo(trace.Actor);
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victim->unlinked = trace.unlinked;
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}
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if (nointeract)
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{
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return puff;
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}
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// Allow puffs to inflict poison damage, so that hitscans can poison, too.
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@ -4833,14 +4840,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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P_TraceBleed(newdam > 0 ? newdam : damage, trace.HitPos, trace.Actor, trace.SrcAngleFromTarget, pitch);
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}
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}
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if (victim != NULL)
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{
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victim->linetarget = trace.Actor;
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victim->attackAngleFromSource = trace.SrcAngleFromTarget;
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// With arbitrary portals this cannot be calculated so using the actual attack angle is the only option.
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victim->angleFromSource = trace.unlinked? victim->attackAngleFromSource : t1->AngleTo(trace.Actor);
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victim->unlinked = trace.unlinked;
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}
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}
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if (trace.Crossed3DWater || trace.CrossedWater)
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{
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@ -6177,7 +6177,7 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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{
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//[MC] Don't count actors saved by buddha if already at 1 health.
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int prehealth = thing->health;
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newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
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newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod, DMG_EXPLOSION);
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if (thing->health < prehealth) count++;
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}
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else if (thing->player == NULL && (!(flags & RADF_NOIMPACTDAMAGE) && !(thing->flags7 & MF7_DONTTHRUST)))
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@ -6229,7 +6229,7 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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{ // OK to damage; target is in direct path
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//[MC] Don't count actors saved by buddha if already at 1 health.
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int prehealth = thing->health;
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int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod);
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int newdam = P_DamageMobj(thing, bombspot, bombsource, damage, bombmod, DMG_EXPLOSION);
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P_TraceBleed(newdam > 0 ? newdam : damage, thing, bombspot);
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if (thing->health < prehealth) count++;
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}
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@ -942,6 +942,8 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
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arc.ReadObjects(hubload);
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}
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arc("multiplayer", multiplayer);
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arc("level.flags", level.flags)
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("level.flags2", level.flags2)
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("level.fadeto", level.fadeto)
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@ -10291,9 +10291,14 @@ FxWhileLoop::~FxWhileLoop()
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FxExpression *FxWhileLoop::DoResolve(FCompileContext &ctx)
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{
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CHECKRESOLVED();
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SAFE_RESOLVE(Condition, ctx);
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SAFE_RESOLVE_OPT(Condition, ctx);
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SAFE_RESOLVE_OPT(Code, ctx);
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if (Condition == nullptr)
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{
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Condition = new FxConstant(true, ScriptPosition);
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}
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if (Condition->ValueType != TypeBool)
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{
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Condition = new FxBoolCast(Condition);
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@ -227,7 +227,7 @@ void DFrameBuffer::DrawRateStuff ()
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int textScale = active_con_scale();
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chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2llu ms (%3llu fps)", howlong, LastCount);
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chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2llu ms (%3llu fps)", (unsigned long long)howlong, (unsigned long long)LastCount);
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rate_x = Width / textScale - ConFont->StringWidth(&fpsbuff[0]);
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Clear (rate_x * textScale, 0, Width, ConFont->GetHeight() * textScale, GPalette.BlackIndex, 0);
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DrawText (ConFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
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@ -939,6 +939,7 @@ enum EDmgFlags
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DMG_NO_PROTECT = 256,
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DMG_USEANGLE = 512,
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DMG_NO_PAIN = 1024,
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DMG_EXPLOSION = 2048,
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}
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enum EReplace
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@ -339,6 +339,9 @@ class StaticEventHandler : Object native play version("2.4")
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//
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virtual native void CheckReplacement(ReplaceEvent e);
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//
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virtual native void NewGame();
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// this value will be queried on Register() to decide the relative order of this handler to every other.
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// this is most useful in UI systems.
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// default is 0.
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@ -89,7 +89,7 @@ extend class Actor
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if (victim.bTouchy)
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{ // Touchy objects die when blasted
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victim.bArmed = false; // Disarm
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victim.DamageMobj(self, self, victim.health, 'Melee', DMG_FORCED);
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victim.DamageMobj(self, self, victim.health, 'Melee', DMG_FORCED|DMG_EXPLOSION);
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}
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}
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@ -400,7 +400,7 @@ class StatusScreen abstract play version("2.5")
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//
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//====================================================================
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void End ()
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virtual void End ()
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{
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CurState = LeavingIntermission;
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