mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 07:12:02 +00:00
commit
5aec906031
25 changed files with 163 additions and 71 deletions
|
@ -263,8 +263,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.0.
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health = <int>; // Set per-actor health as an absolute value. Default = actor default.
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healthfactor = <float>; // Set per-actor health as a factor to the original. Default = 1.
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health = <float>; // Set per-actor health. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.
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renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
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// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
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@ -260,5 +260,7 @@ DEFINE_SPECIAL(Stairs_BuildUpDoomSync, 271, 4, 4, 4)
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DEFINE_SPECIAL(Stairs_BuildDownDoomSync, 272, 4, 4, 4)
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DEFINE_SPECIAL(Stairs_BuildUpDoomCrush, 273, 5, 5, 5)
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DEFINE_SPECIAL(Door_AnimatedClose, 274, 4, 4, 4)
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DEFINE_SPECIAL(Floor_Stop, 275, 1, 1, 1)
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DEFINE_SPECIAL(Ceiling_Stop, 276, 1, 1, 1)
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#undef DEFINE_SPECIAL
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@ -2380,6 +2380,11 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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SprayDecal(players[player].mo, s);
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break;
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case DEM_MDK:
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s = ReadString(stream);
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cht_DoMDK(&players[player], s);
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break;
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case DEM_PAUSE:
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if (gamestate == GS_LEVEL)
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{
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@ -2666,13 +2671,12 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_NETEVENT:
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{
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const char *ename = ReadString(stream);
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s = ReadString(stream);
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int argn = ReadByte(stream);
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int arg[3] = { 0, 0, 0 };
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for (int i = 0; i < 3; i++)
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arg[i] = ReadLong(stream);
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E_Console(player, ename, arg[0], arg[1], arg[2]);
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delete[] ename;
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E_Console(player, s, arg[0], arg[1], arg[2]);
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}
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break;
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@ -2723,7 +2727,7 @@ void Net_SkipCommand (int type, BYTE **stream)
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break;
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case DEM_NETEVENT:
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skip = strlen((char *)(*stream)) + 13;
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skip = strlen((char *)(*stream)) + 14;
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break;
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case DEM_SUMMON2:
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@ -2747,6 +2751,7 @@ void Net_SkipCommand (int type, BYTE **stream)
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case DEM_SPRAY:
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case DEM_MORPHEX:
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case DEM_KILLCLASSCHEAT:
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case DEM_MDK:
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skip = strlen ((char *)(*stream)) + 1;
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break;
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@ -159,7 +159,8 @@ enum EDemoCommand
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DEM_SETSLOTPNUM, // 67 Byte: player number, the rest is the same as DEM_SETSLOT
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DEM_REMOVE, // 68
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DEM_FINISHGAME, // 69
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DEM_NETEVENT // 70 String: Event name, Byte: Arg count; each arg is a 4-byte int
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DEM_NETEVENT, // 70 String: Event name, Byte: Arg count; each arg is a 4-byte int
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DEM_MDK // 71 String: Damage type
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};
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// The following are implemented by cht_DoCheat in m_cheat.cpp
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@ -359,7 +359,7 @@ struct FMapThing
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double Alpha;
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DWORD fillcolor;
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DVector2 Scale;
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int health;
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double Health;
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int score;
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short pitch;
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short roll;
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@ -1625,6 +1625,7 @@ void G_UnSnapshotLevel (bool hubLoad)
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}
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}
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}
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arc.Close();
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}
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// No reason to keep the snapshot around once the level's been entered.
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level.info->Snapshot.Clean();
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@ -258,6 +258,7 @@ PClassActor::PClassActor()
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FastSpeed = -1.;
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RDFactor = 1.;
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SelfDamageFactor = 1.;
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StealthAlpha = 0.;
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CameraHeight = INT_MIN;
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DropItems = NULL;
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@ -319,6 +320,7 @@ void PClassActor::DeriveData(PClass *newclass)
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newa->FastSpeed = FastSpeed;
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newa->RDFactor = RDFactor;
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newa->SelfDamageFactor = SelfDamageFactor;
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newa->StealthAlpha = StealthAlpha;
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newa->CameraHeight = CameraHeight;
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newa->HowlSound = HowlSound;
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newa->BloodType = BloodType;
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@ -868,7 +870,7 @@ void FMapInfoParser::ParseDamageDefinition()
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dtd.DefaultFactor = sc.Float;
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if (dtd.DefaultFactor == 0) dtd.ReplaceFactor = true;
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}
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if (sc.Compare("OBITUARY"))
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else if (sc.Compare("OBITUARY"))
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{
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sc.MustGetStringName("=");
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sc.MustGetString();
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@ -301,6 +301,7 @@ public:
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double RDFactor; // Radius damage factor
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double SelfDamageFactor;
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double CameraHeight; // Height of camera when used as such
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double StealthAlpha; // Minmum alpha for MF_STEALTH.
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FSoundID HowlSound; // Sound being played when electrocuted or poisoned
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FName BloodType; // Blood replacement type
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FName BloodType2; // Bloopsplatter replacement type
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@ -55,6 +55,22 @@
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// writes some bytes to the network data stream, and the network code
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// later calls us.
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void cht_DoMDK(player_t *player, const char *mod)
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{
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if (player->mo == NULL)
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{
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Printf("What do you want to kill outside of a game?\n");
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}
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else if (!deathmatch)
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{
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// Don't allow this in deathmatch even with cheats enabled, because it's
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// a very very cheap kill.
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P_LineAttack(player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE,
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P_AimLineAttack(player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE,
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mod, NAME_BulletPuff);
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}
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}
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void cht_DoCheat (player_t *player, int cheat)
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{
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static const char * const BeholdPowers[9] =
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@ -671,6 +687,7 @@ CCMD (mdk)
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if (CheckCheatmode ())
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return;
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Net_WriteByte (DEM_GENERICCHEAT);
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Net_WriteByte (CHT_MDK);
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const char *name = argv.argc() > 1 ? argv[1] : "";
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Net_WriteByte (DEM_MDK);
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Net_WriteString(name);
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}
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@ -31,6 +31,7 @@
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class player_t;
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class PClassActor;
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void cht_DoMDK(player_t *player, const char *mod);
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void cht_DoCheat (player_t *player, int cheat);
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void cht_Give (player_t *player, const char *item, int amount=1);
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void cht_Take (player_t *player, const char *item, int amount=1);
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@ -46,7 +46,6 @@ xx(Shadow)
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xx(Subtract)
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xx(Subtractive)
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xx(FillColor)
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xx(HealthFactor)
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// Healingradius types
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xx(Mana)
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@ -4367,6 +4367,10 @@ enum EACSFunctions
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ACSF_SetTranslation,
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ACSF_GetActorFloorTexture,
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ACSF_GetActorFloorTerrain,
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ACSF_StrArg,
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ACSF_Floor,
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ACSF_Ceil,
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ACSF_Round,
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// OpenGL stuff
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@ -6087,7 +6091,17 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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break;
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}
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case ACSF_StrArg:
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return -FName(FBehavior::StaticLookupString(args[0]));
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case ACSF_Floor:
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return args[0] & ~0xffff;
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case ACSF_Ceil:
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return (args[0] & ~0xffff) + 0x10000;
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case ACSF_Round:
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return (args[0] + 32768) & ~0xffff;
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default:
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break;
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@ -582,3 +582,18 @@ bool EV_CeilingCrushStop (int tag, bool remove)
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return rtn;
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}
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bool EV_StopCeiling(int tag)
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{
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FSectorTagIterator it(tag);
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while (int sec = it.Next())
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{
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if (level.sectors[sec].ceilingdata)
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{
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SN_StopSequence(&level.sectors[sec], CHAN_CEILING);
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level.sectors[sec].ceilingdata->Destroy();
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level.sectors[sec].ceilingdata = nullptr;
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}
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}
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return true;
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}
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@ -561,6 +561,21 @@ bool EV_FloorCrushStop (int tag)
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return true;
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}
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// same as above but stops any floor mover that was active on the given sector.
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bool EV_StopFloor(int tag)
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{
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FSectorTagIterator it(tag);
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while (int sec = it.Next())
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{
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if (level.sectors[sec].floordata)
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{
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SN_StopSequence(&level.sectors[sec], CHAN_FLOOR);
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level.sectors[sec].floordata->Destroy();
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level.sectors[sec].floordata = nullptr;
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}
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}
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return true;
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}
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//==========================================================================
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//
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// BUILD A STAIRCASE!
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@ -563,6 +563,13 @@ FUNC(LS_Generic_Floor)
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}
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FUNC(LS_Floor_Stop)
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// Floor_Stop (tag)
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{
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return EV_StopFloor(arg0);
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}
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FUNC(LS_Stairs_BuildDown)
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// Stair_BuildDown (tag, speed, height, delay, reset)
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{
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@ -860,6 +867,13 @@ FUNC(LS_Ceiling_LowerByTexture)
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return EV_DoCeiling (DCeiling::ceilLowerByTexture, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4));
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}
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FUNC(LS_Ceiling_Stop)
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// Ceiling_Stop (tag)
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{
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return EV_StopCeiling(arg0);
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}
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FUNC(LS_Generic_Ceiling)
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// Generic_Ceiling (tag, speed, height, target, change/model/direct/crush)
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{
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@ -3614,6 +3628,8 @@ static lnSpecFunc LineSpecials[] =
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/* 272 */ LS_Stairs_BuildDownDoomSync,
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/* 273 */ LS_Stairs_BuildUpDoomCrush,
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/* 274 */ LS_Door_AnimatedClose,
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/* 275 */ LS_Floor_Stop,
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/* 276 */ LS_Ceiling_Stop,
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};
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@ -322,6 +322,7 @@ DEFINE_FIELD(PClassActor, WoundHealth)
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DEFINE_FIELD(PClassActor, FastSpeed)
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DEFINE_FIELD(PClassActor, RDFactor)
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DEFINE_FIELD(PClassActor, SelfDamageFactor)
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DEFINE_FIELD(PClassActor, StealthAlpha)
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DEFINE_FIELD(PClassActor, CameraHeight)
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DEFINE_FIELD(PClassActor, HowlSound)
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DEFINE_FIELD(PClassActor, BloodType)
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@ -4100,9 +4101,9 @@ void AActor::Tick ()
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else if (visdir < 0)
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{
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Alpha -= 1.5/TICRATE;
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if (Alpha < 0)
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if (Alpha < GetClass()->StealthAlpha)
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{
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Alpha = 0;
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Alpha = GetClass()->StealthAlpha;
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visdir = 0;
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}
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}
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@ -5929,13 +5930,13 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->LevelSpawned ();
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}
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if (mthing->health > 0)
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mobj->health *= mthing->health;
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if (mthing->Health > 0)
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mobj->health = int(mobj->health * mthing->Health);
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else
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mobj->health = -mthing->health;
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if (mthing->health == 0)
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mobj->health = -int(mthing->Health);
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if (mthing->Health == 0)
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mobj->CallDie(NULL, NULL);
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else if (mthing->health != 1)
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else if (mthing->Health != 1)
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mobj->StartHealth = mobj->health;
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return mobj;
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@ -6008,7 +6009,7 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1
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if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES))
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{
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P_DrawSplash2 (32, pos, particledir, updown, 1);
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puff->renderflags |= RF_INVISIBLE;
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if (cl_pufftype == 1) puff->renderflags |= RF_INVISIBLE;
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}
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if ((flags & PF_HITTHING) && puff->SeeSound)
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@ -540,6 +540,7 @@ void P_FireWeapon (player_t *player, FState *state)
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return;
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}
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player->WeaponState &= ~WF_WEAPONBOBBING;
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player->mo->PlayAttacking ();
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weapon->bAltFire = false;
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if (state == nullptr)
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@ -576,6 +577,7 @@ void P_FireWeaponAlt (player_t *player, FState *state)
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return;
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}
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player->WeaponState &= ~WF_WEAPONBOBBING;
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player->mo->PlayAttacking ();
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weapon->bAltFire = true;
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@ -1741,7 +1741,7 @@ void P_LoadThings (MapData * map)
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mti[i].ClassFilter = 0xffff; // Doom map format doesn't have class flags so spawn for all player classes
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mti[i].RenderStyle = STYLE_Count;
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mti[i].Alpha = -1;
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mti[i].health = 1;
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mti[i].Health = 1;
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mti[i].FloatbobPhase = -1;
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mti[i].pos.X = LittleShort(mt->x);
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@ -1837,7 +1837,7 @@ void P_LoadThings2 (MapData * map)
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mti[i].Gravity = 1;
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mti[i].RenderStyle = STYLE_Count;
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mti[i].Alpha = -1;
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mti[i].health = 1;
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mti[i].Health = 1;
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mti[i].FloatbobPhase = -1;
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}
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delete[] mtp;
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@ -451,6 +451,7 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
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bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush = DCeiling::ECrushMode::crushDoom);
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bool EV_CeilingCrushStop (int tag, bool remove);
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bool EV_StopCeiling(int tag);
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void P_ActivateInStasisCeiling (int tag);
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|
@ -564,6 +565,7 @@ bool EV_DoFloor(DFloor::EFloor floortype, line_t *line, int tag,
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double speed, double height, int crush, int change, bool hexencrush, bool hereticlower = false);
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bool EV_FloorCrushStop (int tag);
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bool EV_StopFloor(int tag);
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bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed);
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class DElevator : public DMover
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|
|
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@ -515,11 +515,10 @@ public:
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|||
FString arg0str, arg1str;
|
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memset(th, 0, sizeof(*th));
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double healthfactor = 1;
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th->Gravity = 1;
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th->RenderStyle = STYLE_Count;
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th->Alpha = -1;
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th->health = 1;
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th->Health = 1;
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th->FloatbobPhase = -1;
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sc.MustGetToken('{');
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while (!sc.CheckToken('}'))
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|
@ -739,52 +738,38 @@ public:
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break;
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case NAME_Alpha:
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CHECK_N(Zd | Zdt)
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th->Alpha = CheckFloat(key);
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break;
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case NAME_FillColor:
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CHECK_N(Zd | Zdt)
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th->fillcolor = CheckInt(key);
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break;
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case NAME_Health:
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CHECK_N(Zd | Zdt)
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th->health = CheckInt(key);
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break;
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case NAME_HealthFactor:
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CHECK_N(Zd | Zdt)
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healthfactor = CheckFloat(key);
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th->Health = CheckFloat(key);
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break;
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case NAME_Score:
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CHECK_N(Zd | Zdt)
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th->score = CheckInt(key);
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break;
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case NAME_Pitch:
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CHECK_N(Zd | Zdt)
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th->pitch = (short)CheckInt(key);
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break;
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case NAME_Roll:
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CHECK_N(Zd | Zdt)
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th->roll = (short)CheckInt(key);
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break;
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case NAME_ScaleX:
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CHECK_N(Zd | Zdt)
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th->Scale.X = CheckFloat(key);
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break;
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||||
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case NAME_ScaleY:
|
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CHECK_N(Zd | Zdt)
|
||||
th->Scale.Y = CheckFloat(key);
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break;
|
||||
|
||||
case NAME_Scale:
|
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CHECK_N(Zd | Zdt)
|
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th->Scale.X = th->Scale.Y = CheckFloat(key);
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break;
|
||||
|
||||
|
@ -808,7 +793,6 @@ public:
|
|||
{
|
||||
th->args[1] = -FName(arg1str);
|
||||
}
|
||||
th->health = int(th->health * healthfactor);
|
||||
// Thing specials are only valid in namespaces with Hexen-type specials
|
||||
// and in ZDoomTranslated - which will use the translator on them.
|
||||
if (namespc == NAME_ZDoomTranslated)
|
||||
|
|
|
@ -1440,6 +1440,16 @@ DEFINE_PROPERTY(selfdamagefactor, F, Actor)
|
|||
static_cast<PClassActor *>(info)->SelfDamageFactor = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_PROPERTY(stealthalpha, F, Actor)
|
||||
{
|
||||
PROP_DOUBLE_PARM(i, 0);
|
||||
assert(info->IsKindOf(RUNTIME_CLASS(PClassActor)));
|
||||
static_cast<PClassActor *>(info)->StealthAlpha = i;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
|
|
|
@ -486,6 +486,8 @@ bool FSerializer::OpenReader(FCompressedBuffer *input)
|
|||
|
||||
void FSerializer::Close()
|
||||
{
|
||||
if (w == nullptr && r == nullptr) return; // double close? This should skip the I_Error at the bottom.
|
||||
|
||||
if (w != nullptr)
|
||||
{
|
||||
delete w;
|
||||
|
@ -590,7 +592,7 @@ bool FSerializer::BeginObject(const char *name)
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "Object expected for '%s'", name);
|
||||
Printf(TEXTCOLOR_RED "Object expected for '%s'\n", name);
|
||||
mErrors++;
|
||||
return false;
|
||||
}
|
||||
|
@ -656,7 +658,7 @@ bool FSerializer::BeginArray(const char *name)
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "Array expected for '%s'", name);
|
||||
Printf(TEXTCOLOR_RED "Array expected for '%s'\n", name);
|
||||
mErrors++;
|
||||
return false;
|
||||
}
|
||||
|
@ -748,7 +750,7 @@ FSerializer &FSerializer::Args(const char *key, int *args, int *defargs, int spe
|
|||
else
|
||||
{
|
||||
assert(false && "Integer expected");
|
||||
Printf(TEXTCOLOR_RED "Integer expected for '%s[%d]'", key, i);
|
||||
Printf(TEXTCOLOR_RED "Integer expected for '%s[%d]'\n", key, i);
|
||||
mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -756,7 +758,7 @@ FSerializer &FSerializer::Args(const char *key, int *args, int *defargs, int spe
|
|||
else
|
||||
{
|
||||
assert(false && "array expected");
|
||||
Printf(TEXTCOLOR_RED "array expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "array expected for '%s'\n", key);
|
||||
mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -800,7 +802,7 @@ FSerializer &FSerializer::ScriptNum(const char *key, int &num)
|
|||
else
|
||||
{
|
||||
assert(false && "Integer expected");
|
||||
Printf(TEXTCOLOR_RED "Integer expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "Integer expected for '%s'\n", key);
|
||||
mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -1005,7 +1007,7 @@ void FSerializer::ReadObjects(bool hubtravel)
|
|||
PClass *cls = PClass::FindClass(clsname);
|
||||
if (cls == nullptr)
|
||||
{
|
||||
Printf("Unknown object class '%s' in savegame", clsname.GetChars());
|
||||
Printf(TEXTCOLOR_RED "Unknown object class '%s' in savegame\n", clsname.GetChars());
|
||||
founderrors = true;
|
||||
r->mDObjects[i] = RUNTIME_CLASS(AActor)->CreateNew(); // make sure we got at least a valid pointer for the duration of the loading process.
|
||||
r->mDObjects[i]->Destroy(); // but we do not want to keep this around, so destroy it right away.
|
||||
|
@ -1041,7 +1043,7 @@ void FSerializer::ReadObjects(bool hubtravel)
|
|||
catch (CRecoverableError &err)
|
||||
{
|
||||
// In case something in here throws an error, let's continue and deal with it later.
|
||||
Printf(TEXTCOLOR_RED "'%s'\n while restoring %s", err.GetMessage(), obj ? obj->GetClass()->TypeName.GetChars() : "invalid object");
|
||||
Printf(TEXTCOLOR_RED "'%s'\n while restoring %s\n", err.GetMessage(), obj ? obj->GetClass()->TypeName.GetChars() : "invalid object");
|
||||
mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -1055,7 +1057,7 @@ void FSerializer::ReadObjects(bool hubtravel)
|
|||
assert(!founderrors);
|
||||
if (founderrors)
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "Failed to restore all objects in savegame");
|
||||
Printf(TEXTCOLOR_RED "Failed to restore all objects in savegame\n");
|
||||
mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -1064,7 +1066,7 @@ void FSerializer::ReadObjects(bool hubtravel)
|
|||
// nuke all objects we created here.
|
||||
for (auto obj : r->mDObjects)
|
||||
{
|
||||
obj->Destroy();
|
||||
if (!(obj->ObjectFlags & OF_EuthanizeMe)) obj->Destroy();
|
||||
}
|
||||
r->mDObjects.Clear();
|
||||
|
||||
|
@ -1182,7 +1184,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, bool &value, bool *def
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "boolean type expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "boolean type expected for '%s'\n", key);
|
||||
arc.mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -1218,7 +1220,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, int64_t &value, int64_
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "integer type expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "integer type expected for '%s'\n", key);
|
||||
arc.mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -1254,7 +1256,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, uint64_t &value, uint6
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "integer type expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "integer type expected for '%s'\n", key);
|
||||
arc.mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -1291,7 +1293,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, int32_t &value, int32_
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "integer type expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "integer type expected for '%s'\n", key);
|
||||
arc.mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -1327,7 +1329,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, uint32_t &value, uint3
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "integer type expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "integer type expected for '%s'\n", key);
|
||||
arc.mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -1405,7 +1407,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, double &value, double
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "float type expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "float type expected for '%s'\n", key);
|
||||
arc.mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -1548,7 +1550,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTe
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "object does not represent a texture for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "object does not represent a texture for '%s'\n", key);
|
||||
value.SetNull();
|
||||
arc.mErrors++;
|
||||
}
|
||||
|
@ -1564,7 +1566,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTe
|
|||
else
|
||||
{
|
||||
assert(false && "not a texture");
|
||||
Printf(TEXTCOLOR_RED "object does not represent a texture for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "object does not represent a texture for '%s'\n", key);
|
||||
value.SetNull();
|
||||
arc.mErrors++;
|
||||
}
|
||||
|
@ -1649,7 +1651,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, DObject *&value, DObje
|
|||
else
|
||||
{
|
||||
assert(false && "invalid object reference");
|
||||
Printf(TEXTCOLOR_RED "Invalid object reference for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "Invalid object reference for '%s'\n", key);
|
||||
value = nullptr;
|
||||
arc.mErrors++;
|
||||
if (retcode) *retcode = false;
|
||||
|
@ -1698,7 +1700,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FName &value, FName *d
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "String expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "String expected for '%s'\n", key);
|
||||
arc.mErrors++;
|
||||
value = NAME_None;
|
||||
}
|
||||
|
@ -1746,7 +1748,7 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, FDynamicCol
|
|||
}
|
||||
}
|
||||
assert(false && "not a colormap");
|
||||
Printf(TEXTCOLOR_RED "object does not represent a colormap for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "object does not represent a colormap for '%s'\n", key);
|
||||
cm = &NormalLight;
|
||||
}
|
||||
}
|
||||
|
@ -1787,7 +1789,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FSoundID &sid, FSoundI
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "string type expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "string type expected for '%s'\n", key);
|
||||
sid = 0;
|
||||
arc.mErrors++;
|
||||
}
|
||||
|
@ -1836,7 +1838,7 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, PClassActor
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "string type expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "string type expected for '%s'\n", key);
|
||||
clst = nullptr;
|
||||
arc.mErrors++;
|
||||
}
|
||||
|
@ -1884,7 +1886,7 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, PClass *&cl
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "string type expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "string type expected for '%s'\n", key);
|
||||
clst = nullptr;
|
||||
arc.mErrors++;
|
||||
}
|
||||
|
@ -1960,20 +1962,20 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState
|
|||
{
|
||||
// this can actually happen by changing the DECORATE so treat it as a warning, not an error.
|
||||
state = nullptr;
|
||||
Printf(TEXTCOLOR_ORANGE "Invalid state '%s+%d' for '%s'", cls.GetString(), ndx.GetInt(), key);
|
||||
Printf(TEXTCOLOR_ORANGE "Invalid state '%s+%d' for '%s'\n", cls.GetString(), ndx.GetInt(), key);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(false && "not a state");
|
||||
Printf(TEXTCOLOR_RED "data does not represent a state for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "data does not represent a state for '%s'\n", key);
|
||||
arc.mErrors++;
|
||||
}
|
||||
}
|
||||
else if (!retcode)
|
||||
{
|
||||
assert(false && "not an array");
|
||||
Printf(TEXTCOLOR_RED "array type expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "array type expected for '%s'\n", key);
|
||||
arc.mErrors++;
|
||||
}
|
||||
}
|
||||
|
@ -2028,7 +2030,7 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, FStrifeDial
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "integer expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "integer expected for '%s'\n", key);
|
||||
arc.mErrors++;
|
||||
node = nullptr;
|
||||
}
|
||||
|
@ -2077,7 +2079,7 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, FString *&p
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "string expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "string expected for '%s'\n", key);
|
||||
pstr = nullptr;
|
||||
arc.mErrors++;
|
||||
}
|
||||
|
@ -2119,7 +2121,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, FString &pstr, FString
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "string expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "string expected for '%s'\n", key);
|
||||
pstr = "";
|
||||
arc.mErrors++;
|
||||
}
|
||||
|
@ -2168,7 +2170,7 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, char *&pstr
|
|||
}
|
||||
else
|
||||
{
|
||||
Printf(TEXTCOLOR_RED "string expected for '%s'", key);
|
||||
Printf(TEXTCOLOR_RED "string expected for '%s'\n", key);
|
||||
pstr = nullptr;
|
||||
arc.mErrors++;
|
||||
}
|
||||
|
|
|
@ -64,6 +64,7 @@ public:
|
|||
|
||||
~FSerializer()
|
||||
{
|
||||
mErrors = 0; // The destructor may not throw an exception so silence the error checker.
|
||||
Close();
|
||||
}
|
||||
bool OpenWriter(bool pretty = true);
|
||||
|
|
|
@ -57,7 +57,7 @@ const char *GetVersionString();
|
|||
// Version identifier for network games.
|
||||
// Bump it every time you do a release unless you're certain you
|
||||
// didn't change anything that will affect sync.
|
||||
#define NETGAMEVERSION 235
|
||||
#define NETGAMEVERSION 233
|
||||
|
||||
// Version stored in the ini's [LastRun] section.
|
||||
// Bump it if you made some configuration change that you want to
|
||||
|
|
|
@ -651,6 +651,7 @@ OptionValue PuffTypes
|
|||
{
|
||||
0.0, "$OPTVAL_SPRITES"
|
||||
1.0, "$OPTVAL_PARTICLES"
|
||||
2.0, "$OPTVAL_SPRITESPARTICLES"
|
||||
}
|
||||
|
||||
OptionValue Wipes
|
||||
|
|
Loading…
Reference in a new issue