- Fixed: 'finished' wasn't drawn on the intermission because the space

check compared scaled with unscaled coordinates.
- deleted some files only containing obsolete info from the docs folder.


SVN r1302 (trunk)
This commit is contained in:
Christoph Oelckers 2008-11-30 17:57:25 +00:00
parent c3906850f7
commit 7f05277f2b
6 changed files with 3 additions and 1104 deletions

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@ -1,390 +0,0 @@
<a href="#addbot">addbot</a><br>
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<a href="#dmflags2">dmflags2</a><br>
<a href="#doublebind">doublebind</a><br>
<a href="#dumpclasses">dumpclasses</a><br>
<a href="#dumpheap">dumpheap</a><br>
<a href="#dumpmap">dumpmap</a><br>
<a href="#dumpmapthings">dumpmapthings</a><br>
<a href="#dumpspawnables">dumpspawnables</a><br>
<a href="#echo">echo</a><br>
<a href="#endgame">endgame</a><br>
<a href="#error">error</a><br>
<a href="#eval">eval</a><br>
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<a href="#fly">fly</a><br>
<a href="#forcewater">forcewater</a><br>
<a href="#fov">fov</a><br>
<a href="#fraglimit">fraglimit</a><br>
<a href="#freelook">freelook</a><br>
<a href="#freeze">freeze</a><br>
<a href="#fullscreen">fullscreen</a><br>
<a href="#gameversion">gameversion</a><br>
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<a href="#gender">gender</a><br>
<a href="#gennodes">gennodes</a><br>
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<a href="#give">give</a><br>
<a href="#god">god</a><br>
<a href="#heapsize">heapsize</a><br>
<a href="#history">history</a><br>
<a href="#hud_scale">hud_scale</a><br>
<a href="#i_remapkeypad">i_remapkeypad</a><br>
<a href="#idclev">idclev</a><br>
<a href="#iddqd">iddqd</a><br>
<a href="#idmus">idmus</a><br>
<a href="#idmypos">idmypos</a><br>
<a href="#in_mouse">in_mouse</a><br>
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<a href="#invnext">invnext</a><br>
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<a href="#mdk">mdk</a><br>
<a href="#mem">mem</a><br>
<a href="#menu_display">menu_display</a><br>
<a href="#menu_endgame">menu_endgame</a><br>
<a href="#menu_game">menu_game</a><br>
<a href="#menu_gameplay">menu_gameplay</a><br>
<a href="#menu_help">menu_help</a><br>
<a href="#menu_keys">menu_keys</a><br>
<a href="#menu_load">menu_load</a><br>
<a href="#menu_main">menu_main</a><br>
<a href="#menu_options">menu_options</a><br>
<a href="#menu_player">menu_player</a><br>
<a href="#menu_quit">menu_quit</a><br>
<a href="#menu_save">menu_save</a><br>
<a href="#menu_video">menu_video</a><br>
<a href="#messagemode">messagemode</a><br>
<a href="#messagemode2">messagemode2</a><br>
<a href="#morphme">morphme</a><br>
<a href="#mouse_sensitivity">mouse_sensitivity</a><br>
<a href="#movebob">movebob</a><br>
<a href="#msg">msg</a><br>
<a href="#msg0color">msg0color</a><br>
<a href="#msg1color">msg1color</a><br>
<a href="#msg2color">msg2color</a><br>
<a href="#msg3color">msg3color</a><br>
<a href="#msg4color">msg4color</a><br>
<a href="#msgmidcolor">msgmidcolor</a><br>
<a href="#msgmidcolor2">msgmidcolor2</a><br>
<a href="#name">name</a><br>
<a href="#neverswitchonpickup">neverswitchonpickup</a><br>
<a href="#noclip">noclip</a><br>
<a href="#nofilecompression">nofilecompression</a><br>
<a href="#noise">noise</a><br>
<a href="#notarget">notarget</a><br>
<a href="#pause">pause</a><br>
<a href="#pings">pings</a><br>
<a href="#playdemo">playdemo</a><br>
<a href="#playerinfo">playerinfo</a><br>
<a href="#playersounds">playersounds</a><br>
<a href="#playlist">playlist</a><br>
<a href="#playlistnext">playlistnext</a><br>
<a href="#playlistpos">playlistpos</a><br>
<a href="#playlistprev">playlistprev</a><br>
<a href="#playliststatus">playliststatus</a><br>
<a href="#playmovie">playmovie</a><br>
<a href="#playsound">playsound</a><br>
<a href="#png_gamma">png_gamma</a><br>
<a href="#png_level">png_level</a><br>
<a href="#powerup">powerup</a><br>
<a href="#print">print</a><br>
<a href="#puke">puke</a><br>
<a href="#pullin">pullin</a><br>
<a href="#queryiwad">queryiwad</a><br>
<a href="#quickload">quickload</a><br>
<a href="#quicksave">quicksave</a><br>
<a href="#quit">quit</a><br>
<a href="#r_columnmethod">r_columnmethod</a><br>
<a href="#r_detal">r_detail</a><br>
<a href="#r_drawflat">r_drawflat</a><br>
<a href="#r_drawfuzz">r_drawfuzz</a><br>
<a href="#r_drawmirrors">r_drawmirrors</a><br>
<a href="#r_drawplayersprites">r_drawplayersprites</a><br>
<a href="#r_drawtrans">r_drawtrans</a><br>
<a href="#r_fogboundary">r_fogboundary</a><br>
<a href="#r_particles">r_particles</a><br>
<a href="#r_stretchsky">r_stretchsky</a><br>
<a href="#r_viewsize">r_viewsize</a><br>
<a href="#r_visibility">r_visibility</a><br>
<a href="#rebind">rebind</a><br>
<a href="#removebots">removebots</a><br>
<a href="#say">say</a><br>
<a href="#say_team">say_team</a><br>
<a href="#screenblocks">screenblocks</a><br>
<a href="#screenshot">screenshot</a><br>
<a href="#screenshot_quiet">screenshot_quiet</a><br>
<a href="#screenshot_type">screenshot_type</a><br>
<a href="#scriptstat">scriptstat</a><br>
<a href="#select">select</a><br>
<a href="#set">set</a><br>
<a href="#setcolor">setcolor</a><br>
<a href="#setslot">setslot</a><br>
<a href="#show_messages">show_messages</a><br>
<a href="#sizedown">sizedown</a><br>
<a href="#sizeup">sizeup</a><br>
<a href="#skill">skill</a><br>
<a href="#skin">skin</a><br>
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<a href="#snd_3d">snd_3d</a><br>
<a href="#snd_buffersize">snd_buffersize</a><br>
<a href="#snd_channels">snd_channels</a><br>
<a href="#snd_driver">snd_driver</a><br>
<a href="#snd_flipstereo">snd_flipstereo</a><br>
<a href="#snd_fpumixer">snd_fpumixer</a><br>
<a href="#snd_listdrivers">snd_listdrivers</a><br>
<a href="#snd_listmididevices">snd_listmididevices</a><br>
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<a href="#snd_mididevice">snd_mididevice</a><br>
<a href="#snd_midiprecache">snd_midiprecache</a><br>
<a href="#snd_midivolume">snd_midivolume</a><br>
<a href="#snd_movievolume">snd_movievolume</a><br>
<a href="#snd_musicvolume">snd_musicvolume</a><br>
<a href="#snd_output">snd_output</a><br>
<a href="#snd_pitched">snd_pitched</a><br>
<a href="#snd_reset">snd_reset</a><br>
<a href="#snd_samplerate">snd_samplerate</a><br>
<a href="#snd_sfxvolume">snd_sfxvolume</a><br>
<a href="#snd_status">snd_status</a><br>
<a href="#snd_surround">snd_surround</a><br>
<a href="#snd_waterreverb">snd_waterreverb</a><br>
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<a href="#stat">stat</a><br>
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<a href="#stop">stop</a><br>
<a href="#stopmus">stopmus</a><br>
<a href="#storesavepic">storesavepic</a><br>
<a href="#summon">summon</a><br>
<a href="#sv_aircontrol">sv_aircontrol</a><br>
<a href="#sv_barrelrespawn">sv_barrelrespawn</a><br>
<a href="#sv_cheats">sv_cheats</a><br>
<a href="#sv_falldamage">sv_falldamage</a><br>
<a href="#sv_fastmonsters">sv_fastmonsters</a><br>
<a href="#sv_forcerespawn">sv_forcerespawn</a><br>
<a href="#sv_gravity">sv_gravity</a><br>
<a href="#sv_infiniteammo">sv_infiniteammo</a><br>
<a href="#sv_itemrespawn">sv_itemrespawn</a><br>
<a href="#sv_monsterrespawn">sv_monsterrespawn</a><br>
<a href="#sv_noarmor">sv_noarmor</a><br>
<a href="#sv_nobfgaim">sv_nobfgaim</a><br>
<a href="#sv_noexit">sv_noexit</a><br>
<a href="#sv_nofov">sv_nofov</a><br>
<a href="#sv_nofreelook">sv_nofreelook</a><br>
<a href="#sv_nohealth">sv_nohealth</a><br>
<a href="#sv_noitems">sv_noitems</a><br>
<a href="#sv_nojump">sv_nojump</a><br>
<a href="#sv_nomonsters">sv_nomonsters</a><br>
<a href="#sv_oldfalldamage">sv_oldfalldamage</a><br>
<a href="#sv_respawnprotect">sv_respawnprotect</a><br>
<a href="#sv_respawnsuper">sv_respawnsuper</a><br>
<a href="#sv_samelevel">sv_samelevel</a><br>
<a href="#sv_spawnfarthest">sv_spawnfarthest</a><br>
<a href="#sv_weapondrop">sv_weapondrop</a><br>
<a href="#sv_weaponstay">sv_weaponstay</a><br>
<a href="#team">team</a><br>
<a href="#teamdamage">teamdamage</a><br>
<a href="#teamplay">teamplay</a><br>
<a href="#telezoom">telezoom</a><br>
<a href="#test">test</a><br>
<a href="#testblend">testblend</a><br>
<a href="#testcolor">testcolor</a><br>
<a href="#testfade">testfade</a><br>
<a href="#ticker">ticker</a><br>
<a href="#tilt">tilt</a><br>
<a href="#timedemo">timedemo</a><br>
<a href="#timelimit">timelimit</a><br>
<a href="#timidity_8bit">timidity_8bit</a><br>
<a href="#timidity_byteswap">timidity_byteswap</a><br>
<a href="#timidity_chorus">timidity_chorus</a><br>
<a href="#timidity_exe">timidity_exe</a><br>
<a href="#timidity_extargs">timidity_extargs</a><br>
<a href="#timidity_frequency">timidity_frequency</a><br>
<a href="#timidity_pipe">timidity_pipe</a><br>
<a href="#timidity_reverb">timidity_reverb</a><br>
<a href="#timidity_stereo">timidity_stereo</a><br>
<a href="#toggle">toggle</a><br>
<a href="#toggleconsole">toggleconsole</a><br>
<a href="#togglemap">togglemap</a><br>
<a href="#togglemessages">togglemessages</a><br>
<a href="#transsouls">transsouls</a><br>
<a href="#turbo">turbo</a><br>
<a href="#turn180">turn180</a><br>
<a href="#turnspeeds">turnspeeds</a><br>
<a href="#tx">tx</a><br>
<a href="#ty">ty</a><br>
<a href="#unbind">unbind</a><br>
<a href="#unbindall">unbindall</a><br>
<a href="#undoublebind">undoublebind</a><br>
<a href="#unset">unset</a><br>
<a href="#use">use</a><br>
<a href="#use_joystick">use_joystick</a><br>
<a href="#use_mouse">use_mouse</a><br>
<a href="#var_friction">var_friction</a><br>
<a href="#var_pushers">var_pushers</a><br>
<a href="#vid_attachedsurfaces">vid_attachedsurfaces (Win32 only)</a><br>
<a href="#vid_currentmode">vid_currentmode</a><br>
<a href="#vid_defbits">vid_defbits</a><br>
<a href="#vid_defheight">vid_defheight</a><br>
<a href="#vid_defwidth">vid_defwidth</a><br>
<a href="#vid_fps">vid_fps</a><br>
<a href="#vid_listmodes">vid_listmodes</a><br>
<a href="#vid_noblitter">vid_noblitter (Win32 only)</a><br>
<a href="#vid_palettehack">vid_palettehack (Win32 only)</a><br>
<a href="#vid_setmode">vid_setmode</a><br>
<a href="#vid_vsync">vid_vsync (Win32 only)</a><br>
<a href="#vid_winscale">vid_winscale</a><br>
<a href="#weapnext">weapnext</a><br>
<a href="#weapon">weapon</a><br>
<a href="#weapprev">weapprev</a><br>
<a href="#wi_percents">wi_percents</a><br>
<a href="#wipetype">wipetype</a><br>

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<div class=Section1>
<p class=MsoNormal>ZDoom includes a powerful console that you can use to
manipulate or inspect various aspects of the game while you are playing. </p>
<h1>Obsolete commands and variables</h1>
<p class=MsoNormal>The following commands and variables were present in ZDoom
1.22 but have been removed: </p>
<p class=MsoNormal><b>configver<o:p></o:p></b></p>
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
margin-left:.5in'>This variable was used by ZDoom to determine which version
wrote the zdoom.cfg. This has been replaced by the [LastRun] section of
zdoom.ini and is no longer accessible from the console.</p>
<p class=MsoNormal><b>def_patch<o:p></o:p></b></p>
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
margin-left:.5in'>You can now have multiple dehacked patches loaded
automatically. To do this, add a [Doom.DefaultDehacked] section to zdoom.ini
like this: </p>
<pre style='margin-left:.5in'>[Doom.DefaultDehacked]</pre><pre
style='margin-left:.5in'>Path=my_first_patch.deh</pre><pre style='margin-left:
.5in'>Path=my_second_patch.deh</pre>
<p class=MsoNormal style='margin-left:.5in'>You can add as many Path= lines as
you like. Not all Dehacked patches will work well together. Changes made by
patches listed later will override any changes made by patches listed earlier
that affect the same things. If you specify any patches with -deh or -bex at
the command line, then those patches will be loaded instead of the ones listed
here.</p>
<p class=MsoNormal><b>impulse<o:p></o:p></b></p>
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
margin-left:.5in'>Use the new slot and weapon commands instead.</p>
<p class=MsoNormal><b>nobfgaim<o:p></o:p></b></p>
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
margin-left:.5in'>This was renamed to sv_nobfgaim and is now a part of
dmflags2.</p>
<p class=MsoNormal><b>vid_noptc<o:p></o:p></b></p>
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
margin-left:.5in'>PTC is no longer used for video, so there is nothing for this
cvar to disable.</p>
<p class=MsoNormal><b>testgibs<o:p></o:p></b></p>
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
margin-left:.5in'>This variable never did anything useful in 1.22. </p>
<p class=MsoNormal>There are five types of cvars: </p>
<p class=MsoNormal><b>boolean<o:p></o:p></b></p>
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
margin-left:.5in'>This type of variable represents a yes/no or on/off value. It
can only be set to true or false. As shorthand, setting a boolean variable to 0
will set it to false, and setting it to anything non-zero will set it to true.</p>
<p class=MsoNormal><b>integer<o:p></o:p></b></p>
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
margin-left:.5in'>This is an ordinary number without a decimal point. For
example, 1 is an integer, but 1.2 is not.</p>
<p class=MsoNormal><b>float<o:p></o:p></b></p>
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
margin-left:.5in'>This is an ordinary number that can have a decimal point.</p>
<p class=MsoNormal><b>string<o:p></o:p></b></p>
<p class=MsoNormal style='margin-top:0in;margin-right:0in;margin-bottom:12.0pt;
margin-left:.5in'>This is a series of text characters enclosed in quotes: For
example, &quot;Felix loitered lecherously on the lot&quot; is a string. If you
removed the quotes around it, then it would not be a string.</p>
<p class=MsoNormal>

View file

@ -1,227 +0,0 @@
<div class="v" id="addrocketexplosion">addrocketexplosion</div>
<div class="v" id="alwaysapplydmflags">alwaysapplydmflags</div>
<div class="v" id="am_backcolor">am_backcolor</div>
<div class="v" id="am_cdwallcolor">am_cdwallcolor</div>
<div class="v" id="am_fdwallcolor">am_fdwallcolor</div>
<div class="v" id="am_gridcolor">am_gridcolor</div>
<div class="v" id="am_interlevelcolor">am_interlevelcolor</div>
<div class="v" id="am_intralevelcolor">am_intralevelcolor</div>
<div class="v" id="am_lockedcolor">am_lockedcolor</div>
<div class="v" id="am_notseencolor">am_notseencolor</div>
<div class="v" id="am_overlay">am_overlay</div>
<div class="v" id="am_ovotherwallscolor">am_ovotherwallscolor</div>
<div class="v" id="am_ovtelecolor">am_ovtelecolor</div>
<div class="v" id="am_ovthingcolor">am_ovthingcolor</div>
<div class="v" id="am_ovtrans">am_ovtrans</div>
<div class="v" id="am_ovunseencolor">am_ovunseencolor</div>
<div class="v" id="am_ovwallcolor">am_ovwallcolor</div>
<div class="v" id="am_ovyourcolor">am_ovyourcolor</div>
<div class="v" id="am_rotate">am_rotate</div>
<div class="v" id="am_showitems">am_showitems</div>
<div class="v" id="am_showmonsters">am_showmonsters</div>
<div class="v" id="am_showsecrets">am_showsecrets</div>
<div class="v" id="am_showtime">am_showtime</div>
<div class="v" id="am_thingcolor">am_thingcolor</div>
<div class="v" id="am_tswallcolor">am_tswallcolor</div>
<div class="v" id="am_usecustomcolors">am_usecustomcolors</div>
<div class="v" id="am_wallcolor">am_wallcolor</div>
<div class="v" id="am_xhaircolor">am_xhaircolor</div>
<div class="v" id="am_yourcolor">am_yourcolor</div>
<div class="v" id="autoaim">autoaim</div>
<div class="v" id="bot_allowspy">bot_allowspy</div>
<div class="v" id="bot_next_color">bot_next_color</div>
<div class="v" id="bot_observer">bot_observer</div>
<div class="v" id="cd_drive">cd_drive</div>
<div class="v" id="cd_enabled">cd_enambled</div>
<div class="v" id="chase_dist">chase_dist</div>
<div class="v" id="chase_height">chase_height</div>
<div class="v" id="chasedemo">chasedemo</div>
<div class="v" id="chat_substitution">chat_substition</div>
<div class="v" id="chatmacroX">chatmacro0<br>
<div class="v" id="cl_bbannounce">cl_bbannounce</div>
<div class="v" id="cl_bloodsplats">cl_bloodsplats</div>
<div class="v" id="cl_bloodtype">cl_bloodtype</div>
<div class="v" id="cl_maxdecals">cl_maxdecals</div>
<div class="v" id="cl_missiledecals">cl_missiledecals</div>
<div class="v" id="cl_pufftype">cl_pufftype</div>
<div class="v" id="cl_rockettrails">cl_rockettrails</div>
<div class="v" id="cl_run">cl_run</div>
<div class="v" id="cl_showmultikills">cl_showmultikills</div>
<div class="v" id="cl_showsprees">cl_showsprees</div>
<div class="v" id="cl_spreaddecals">cl_spreaddecals</div>
<div class="v" id="color">color</div>
<div class="v" id="compat_limitpain">compat_limitpain</div>
<div class="v" id="compat_nopassover">compat_nopassover</div>
<div class="v" id="compat_shortTex">compat_shortTex</div>
<div class="v" id="compat_silentpickup">compat_silentpickup</div>
<div class="v" id="compat_soundslots">compat_soundslots</div>
<div class="v" id="compat_stairs">compat_stairs</div>
<div class="v" id="compatflags">compatflags</div>
<div class="v" id="con_centernotify">con_centernotify</div>
<div class="v" id="con_ctrl_d">con_ctrl_d</div>
<div class="v" id="con_midtime">con_midtime</div>
<div class="v" id="con_notifytime">con_notifytime</div>
<div class="v" id="con_scaletext">con_scaletext</div>
<div class="v" id="crosshair">crosshair</div>
<div class="v" id="crosshaircolor">crosshaircolor</div>
<div class="v" id="crosshairgrow">crosshairgrow</div>
<div class="v" id="crosshairhealth">crosshairhealth</div>
<div class="v" id="crosshairscale">crosshairscale</div>
<div class="v" id="deathmatch">deathmatch</div>
<div class="v" id="demo_compress">demo_compress</div>
<div class="v" id="developer">developer</div>
<div class="v" id="dimamount">dimamount</div>
<div class="v" id="dimcolor">dimcolor</div>
<div class="v" id="disableautosave">disableautosave</div>
<div class="v" id="dmflags">dmflags</div>
<div class="v" id="dmflags2">dmflags2</div>
<div class="v" id="forcewater">forcewater</div>
<div class="v" id="fraglimit">fraglimit</div>
<div class="v" id="freelook">freelook</div>
<div class="v" id="fullscreen">fullscreen</div>
<div class="v" id="gamma">gamma</div>
<div class="v" id="genblockmap">genblockmap</div>
<div class="v" id="gender">gender</div>
<div class="v" id="gennodes">gennodes</div>
<div class="v" id="heapsize">heapsize</div>
<div class="v" id="hud_scale">hud_scale</div>
<div class="v" id="i_remapkeypad">i_remapkeypad</div>
<div class="v" id="idmypos">idmypos</div>
<div class="v" id="in_mouse">in_mouse</div>
<div class="v" id="invertmouse">invertmouse</div>
<div class="v" id="joy_speedmultiplier">joy_speedmultiplier</div>
<div class="v" id="joy_xsensitivity">joy_xsensitivity</div>
<div class="v" id="joy_xthreshold">joy_xthreshold</div>
<div class="v" id="joy_ysensitivity">joy_ysensitivity</div>
<div class="v" id="joy_ythreshold">joy_ythreshold</div>
<div class="v" id="language">language</div>
<div class="v" id="lookspring">lookspring</div>
<div class="v" id="lookstrafe">lookstrafe</div>
<div class="v" id="m_forward">m_forward</div>
<div class="v" id="m_pitch">m_pitch</div>
<div class="v" id="m_side">m_side</div>
<div class="v" id="m_yaw">m_yaw</div>
<div class="v" id="mouse_sensitivity">mouse_sensitivity</div>
<div class="v" id="movebob">movebob</div>
<div class="v" id="msg">msg</div>
<div class="v" id="msg0color">msg0color</div>
<div class="v" id="msg1color">msg1color</div>
<div class="v" id="msg2color">msg2color</div>
<div class="v" id="msg3color">msg3color</div>
<div class="v" id="msg4color">msg4color</div>
<div class="v" id="msgmidcolor">msgmidcolor</div>
<div class="v" id="msgmidcolor2">msgmidcolor2</div>
<div class="v" id="name">name</div>
<div class="v" id="neverswitchonpickup">neverswitchonpickup</div>
<div class="v" id="nofilecompression">nofilecompression</div>
<div class="v" id="noise">noise</div>
<div class="v" id="png_gamma">png_gamma</div>
<div class="v" id="png_level">png_level</div>
<div class="v" id="queryiwad">queryiwad</div>
<div class="v" id="r_columnmethod">r_columnmethod</div>
<div class="v" id="r_detal">r_detail</div>
<div class="v" id="r_drawflat">r_drawflat</div>
<div class="v" id="r_drawfuzz">r_drawfuzz</div>
<div class="v" id="r_drawmirrors">r_drawmirrors</div>
<div class="v" id="r_drawplayersprites">r_drawplayersprites</div>
<div class="v" id="r_drawtrans">r_drawtrans</div>
<div class="v" id="r_fogboundary">r_fogboundary</div>
<div class="v" id="r_particles">r_particles</div>
<div class="v" id="r_stretchsky">r_stretchsky</div>
<div class="v" id="r_viewsize">r_viewsize</div>
<div class="v" id="screenblocks">screenblocks</div>
<div class="v" id="screenshot_quiet">screenshot_quiet</div>
<div class="v" id="screenshot_type">screenshot_type</div>
<div class="v" id="show_messages">show_messages</div>
<div class="v" id="skill">skill</div>
<div class="v" id="skin">skin</div>
<div class="v" id="snd_3d">snd_3d</div>
<div class="v" id="snd_buffersize">snd_buffersize</div>
<div class="v" id="snd_channels">snd_channels</div>
<div class="v" id="snd_driver">snd_driver</div>
<div class="v" id="snd_flipstereo">snd_flipstereo</div>
<div class="v" id="snd_fpumixer">snd_fpumixer</div>
<div class="v" id="snd_matrix">snd_matrix</div>
<div class="v" id="snd_mididevice">snd_mididevice</div>
<div class="v" id="snd_midiprecache">snd_midiprecache</div>
<div class="v" id="snd_midivolume">snd_midivolume</div>
<div class="v" id="snd_movievolume">snd_movievolume</div>
<div class="v" id="snd_musicvolume">snd_musicvolume</div>
<div class="v" id="snd_output">snd_output</div>
<div class="v" id="snd_pitched">snd_pitched</div>
<div class="v" id="snd_samplerate">snd_samplerate</div>
<div class="v" id="snd_sfxvolume">snd_sfxvolume</div>
<div class="v" id="snd_surround">snd_surround</div>
<div class="v" id="snd_waterreverb">snd_waterreverb</div>
<div class="v" id="spc_8bit">spc_8bit</div>
<div class="v" id="spc_amp">spc_amp</div>
<div class="v" id="spc_frequency">spc_frequency</div>
<div class="v" id="spc_lowpass">spc_lowpass</div>
<div class="v" id="spc_oldsamples">spc_oldsamples</div>
<div class="v" id="spc_quality">spc_quality</div>
<div class="v" id="spc_stereo">spc_stereo</div>
<div class="v" id="spc_surround">spc_surround</div>
<div class="v" id="splashfactor">splashfactor</div>
<div class="v" id="st_scale">st_scale</div>
<div class="v" id="stillbob">stillbob</div>
<div class="v" id="storesavepic">storesavepic</div>
<div class="v" id="sv_aircontrol">sv_aircontrol</div>
<div class="v" id="sv_barrelrespawn">sv_barrelrespawn</div>
<div class="v" id="sv_cheats">sv_cheats</div>
<div class="v" id="sv_falldamage">sv_falldamage</div>
<div class="v" id="sv_fastmonsters">sv_fastmonsters</div>
<div class="v" id="sv_forcerespawn">sv_forcerespawn</div>
<div class="v" id="sv_gravity">sv_gravity</div>
<div class="v" id="sv_infiniteammo">sv_infiniteammo</div>
<div class="v" id="sv_itemrespawn">sv_itemrespawn</div>
<div class="v" id="sv_monsterrespawn">sv_monsterrespawn</div>
<div class="v" id="sv_noarmor">sv_noarmor</div>
<div class="v" id="sv_nobfgaim">sv_nobfgaim</div>
<div class="v" id="sv_noexit">sv_noexit</div>
<div class="v" id="sv_nofov">sv_nofov</div>
<div class="v" id="sv_nofreelook">sv_nofreelook</div>
<div class="v" id="sv_nohealth">sv_nohealth</div>
<div class="v" id="sv_noitems">sv_noitems</div>
<div class="v" id="sv_nojump">sv_nojump</div>
<div class="v" id="sv_nomonsters">sv_nomonsters</div>
<div class="v" id="sv_oldfalldamage">sv_oldfalldamage</div>
<div class="v" id="sv_respawnprotect">sv_respawnprotect</div>
<div class="v" id="sv_respawnsuper">sv_respawnsuper</div>
<div class="v" id="sv_samelevel">sv_samelevel</div>
<div class="v" id="sv_spawnfarthest">sv_spawnfarthest</div>
<div class="v" id="sv_weapondrop">sv_weapondrop</div>
<div class="v" id="sv_weaponstay">sv_weaponstay</div>
<div class="v" id="team">team</div>
<div class="v" id="teamdamage">teamdamage</div>
<div class="v" id="teamplay">teamplay</div>
<div class="v" id="telezoom">telezoom</div>
<div class="v" id="ticker">ticker</div>
<div class="v" id="tilt">tilt</div>
<div class="v" id="timelimit">timelimit</div>
<div class="v" id="timidity_8bit">timidity_8bit</div>
<div class="v" id="timidity_byteswap">timidity_byteswap</div>
<div class="v" id="timidity_chorus">timidity_chorus</div>
<div class="v" id="timidity_exe">timidity_exe</div>
<div class="v" id="timidity_extargs">timidity_extargs</div>
<div class="v" id="timidity_frequency">timidity_frequency</div>
<div class="v" id="timidity_pipe">timidity_pipe</div>
<div class="v" id="timidity_reverb">timidity_reverb</div>
<div class="v" id="timidity_stereo">timidity_stereo</div>
<div class="v" id="transsouls">transsouls</div>
<div class="v" id="turbo">turbo</div>
<div class="v" id="tx">tx</div>
<div class="v" id="ty">ty</div>
<div class="v" id="use_joystick">use_joystick</div>
<div class="v" id="use_mouse">use_mouse</div>
<div class="v" id="var_friction">var_friction</div>
<div class="v" id="var_pushers">var_pushers</div>
<div class="v" id="vid_attachedsurfaces">vid_attachedsurfaces (Win32 only)</div>
<div class="v" id="vid_defbits">vid_defbits</div>
<div class="v" id="vid_defheight">vid_defheight</div>
<div class="v" id="vid_defwidth">vid_defwidth</div>
<div class="v" id="vid_fps">vid_fps</div>
<div class="v" id="vid_noblitter">vid_noblitter (Win32 only)</div>
<div class="v" id="vid_palettehack">vid_palettehack (Win32 only)</div>
<div class="v" id="vid_vsync">vid_vsync (Win32 only)</div>
<div class="v" id="wi_percents">wi_percents</div>
<div class="v" id="wipetype">wipetype</div>

View file

@ -1,22 +0,0 @@
For cygwin, using the PSDK headers:
#define _STDCALL_SUPPORTED, _M_IX86, _inline=__inline__
-Wno-unknown-pragmas
But then there is all the __asm, which won't work with GCC. :-(
---Hexen---
Pig (not player) needs MF3_SEEISALSOACTIVE and activesound "PigActive2"
MT_WRAITHB, MT_SERPENT, MT_SERPENTLEADER, and MT_MINOTAUR need MF3_STAYMORPHED
MT_LEAF1, MT_LEAF2, MT_SPLASH and MT_SLUDGECHUNK need MF3_DONTSPLASH
MT_CENTAUR_FX is launched at z+45*FRACUNIT
MT_ICEGUY_FX is launched at z+40*FRACUNIT
MT_HOLY_MISSILE is launched at z+40*FRACUNIT
MT_ICEGUY_FX2 is launched at z+3*FRACUNIT
MT_MSTAFF_FX2 is launched at z+40*FRACUNIT
MT_LIGHTNING_FLOOR is launched at ONFLOORZ
MT_LIGHTNING_CEILING is launched at ONCEILINGZ
MT_MWAND_MISSILE and MT_CFLAME_MISSILE need MF3_VERYFAST
Anything with MF2_BOSS also needs MF3_IGNOREMATTACKS

View file

@ -1,4 +1,6 @@
November 30, 2008 (Changes by Graf Zahl)
- Fixed: 'finished' wasn't drawn on the intermission because the space
check compared scaled with unscaled coordinates.
- Changed: Textures without a name no longer get added to the texture manager's
hash chains.
- Fixed: specifying texture patches or font characters by full lump name instead

View file

@ -759,7 +759,7 @@ void WI_drawLF ()
// draw "Finished!"
FFont *font = gameinfo.gametype & GAME_Raven ? SmallFont : BigFont;
if (y < NG_STATSY - font->GetHeight()*3/4)
if (y < (NG_STATSY - font->GetHeight()*3/4) * CleanYfac)
{
// don't draw 'finished' if the level name is too high!
if (gameinfo.gametype & GAME_DoomChex)