Merge ../zdoom

This commit is contained in:
Rachael Alexanderson 2016-10-23 08:17:28 -04:00
commit 7d174e6b3e
3 changed files with 10 additions and 1 deletions

View file

@ -640,6 +640,12 @@ static void ReadOnePlayer(FSerializer &arc, bool skipload)
playerTemp.Serialize(arc); playerTemp.Serialize(arc);
if (!skipload) if (!skipload)
{ {
// This temp player has undefined pitch limits, so set them to something
// that should leave the pitch stored in the savegame intact when
// rendering. The real pitch limits will be set by P_SerializePlayers()
// via a net command, but that won't be processed in time for a screen
// wipe, so we need something here.
playerTemp.MaxPitch = playerTemp.MinPitch = playerTemp.mo->Angles.Pitch;
CopyPlayer(&players[i], &playerTemp, name); CopyPlayer(&players[i], &playerTemp, name);
} }
else else

View file

@ -65,6 +65,9 @@ static FRandom pr_skullpop ("SkullPop");
// [RH] # of ticks to complete a turn180 // [RH] # of ticks to complete a turn180
#define TURN180_TICKS ((TICRATE / 4) + 1) #define TURN180_TICKS ((TICRATE / 4) + 1)
// [SP] Allows respawn in single player
CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_LATCH)
// Variables for prediction // Variables for prediction
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)

View file

@ -3160,7 +3160,7 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
rereadcolormap = false; rereadcolormap = false;
} }
rw_light = rw_lightleft + (x1 - WallC.sx1) * rw_lightstep; rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
if (fixedlightlev >= 0) if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL) else if (fixedcolormap != NULL)