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- fixed typo in USDF spec.
- comment fixes taken from GZDoom. - division by zero check in R_SetVisibility from GZDoom.
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54f06739d0
commit
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5 changed files with 7 additions and 13 deletions
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@ -113,14 +113,14 @@ conversation // Starts a dialog.
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// The amount of an item needed to successfully pick this option.
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// This can be repeated, but only the first will be shown (provided
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// diaplaycost is true). All costs must be satisfied for success.
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// displaycost is true). All costs must be satisfied for success.
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cost
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{
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item = <integer>; // Item that is required for this option.
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amount = <integer>; // Minimum amount of the item needed.
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}
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displaycost = <bool>; // Weather the cost should be
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displaycost = <bool>; // Whether the cost should be
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// displayed with the option.
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// If no cost is specified this should
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// be ignored.
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@ -124,12 +124,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
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// spawn brain missile
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spit = P_SpawnMissile (self, targ, spawntype);
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// Boss cubes should move freely to their destination so it's
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// probably best to disable all collision detection for them.
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if (spit != NULL)
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{
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// Boss cubes should move freely to their destination so it's
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// probably best to disable all collision detection for them.
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if (spit->flags & MF_NOCLIP) spit->flags5 |= MF5_NOINTERACTION;
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spit->target = targ;
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spit->master = self;
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// [RH] Do this correctly for any trajectory. Doom would divide by 0
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@ -283,7 +283,6 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
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bool rtn;
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sector_t* sec;
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DFloor* floor;
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//bool manual = false; tag == 0 and manual == true constitutes the same evidence [fdari]
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fixed_t ceilingheight;
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fixed_t newheight;
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vertex_t *spot, *spot2;
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@ -296,7 +295,6 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
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if (!line || !(sec = line->backsector))
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return rtn;
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secnum = (int)(sec-sectors);
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//manual = true;
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goto manual_floor;
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}
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@ -814,7 +812,6 @@ bool EV_DoDonut (int tag, line_t *line, fixed_t pillarspeed, fixed_t slimespeed)
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DFloor* floor;
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vertex_t* spot;
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fixed_t height;
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// bool manual = false; Instead of breaking when manual is true, fail to (re)enter loop when tag is false (0).
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secnum = -1;
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rtn = false;
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@ -823,7 +820,6 @@ bool EV_DoDonut (int tag, line_t *line, fixed_t pillarspeed, fixed_t slimespeed)
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{
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if (!line || !(s1 = line->backsector))
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return rtn;
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//manual = true;
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goto manual_donut;
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}
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@ -1378,7 +1374,6 @@ bool EV_StartWaggle (int tag, line_t *line, int height, int speed, int offset,
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sector_t *sector;
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DWaggleBase *waggle;
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bool retCode;
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//bool manual = false;
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retCode = false;
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sectorIndex = -1;
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@ -1387,7 +1382,6 @@ bool EV_StartWaggle (int tag, line_t *line, int height, int speed, int offset,
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{
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if (!line || !(sector = line->backsector))
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return retCode;
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//manual = true;
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goto manual_waggle;
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}
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@ -1498,7 +1498,7 @@ void P_SetRenderSector()
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seg_t *seg = ss->firstline;
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// Check for one-dimensional subsectors. These should be ignored when
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// being processed for automap drawinng etc.
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// being processed for automap drawing etc.
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ss->flags |= SSECF_DEGENERATE;
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for(j=2; j<ss->numlines; j++)
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{
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@ -263,7 +263,7 @@ void R_SetVisibility (float vis)
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CurrentVisibility = vis;
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if (FocalTangent == 0)
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if (FocalTangent == 0 || FocalLengthY == 0)
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{ // If r_visibility is called before the renderer is all set up, don't
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// divide by zero. This will be called again later, and the proper
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// values can be initialized then.
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