This commit is contained in:
Christoph Oelckers 2016-07-31 09:19:36 +02:00
commit a69182f9ef
5 changed files with 7 additions and 33 deletions

View file

@ -1566,7 +1566,7 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, boo
tm.floorpic = *rover->top.texture;
tm.floorterrain = rover->model->GetTerrain(rover->top.isceiling);
}
if (ff_bottom < tm.ceilingz && abs(delta1) >= abs(delta2))
if (ff_bottom < tm.ceilingz && fabs(delta1) >= fabs(delta2))
{
tm.ceilingz = ff_bottom;
tm.ceilingpic = *rover->bottom.texture;

View file

@ -237,8 +237,7 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
pspr->y = WEAPONTOP;
}
pspr->oldx = pspr->x;
pspr->oldy = pspr->y;
pspr->firstTic = true;
}
return pspr;

View file

@ -248,9 +248,6 @@ void FConsoleWindow::AddText(const char* message)
AddText(color, buffer);
}
#define CHECK_BUFFER_SPACE \
if (pos >= sizeof buffer - 3) { reset = true; continue; }
if (TEXTCOLOR_ESCAPE == *message)
{
const BYTE* colorID = reinterpret_cast<const BYTE*>(message) + 1;
@ -268,42 +265,20 @@ void FConsoleWindow::AddText(const char* message)
message += 2;
}
else if (0x1d == *message) // Opening bar character
else if (0x1d == *message || 0x1f == *message) // Opening and closing bar characters
{
CHECK_BUFFER_SPACE;
// Insert BOX DRAWINGS LIGHT LEFT AND HEAVY RIGHT
buffer[pos++] = '\xe2';
buffer[pos++] = '\x95';
buffer[pos++] = '\xbc';
buffer[pos++] = '-';
++message;
}
else if (0x1e == *message) // Middle bar character
{
CHECK_BUFFER_SPACE;
// Insert BOX DRAWINGS HEAVY HORIZONTAL
buffer[pos++] = '\xe2';
buffer[pos++] = '\x94';
buffer[pos++] = '\x81';
++message;
}
else if (0x1f == *message) // Closing bar character
{
CHECK_BUFFER_SPACE;
// Insert BOX DRAWINGS HEAVY LEFT AND LIGHT RIGHT
buffer[pos++] = '\xe2';
buffer[pos++] = '\x95';
buffer[pos++] = '\xbe';
buffer[pos++] = '=';
++message;
}
else
{
buffer[pos++] = *message++;
}
#undef CHECK_BUFFER_SPACE
}
if (0 != pos)

View file

@ -916,7 +916,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
// too far off the side?
// if it's a voxel, it can be further off the side
if ((voxel == NULL && (fabs(tx / 64) > fabs(tz))) ||
(voxel != NULL && (fabs(tx / 128) > abs(tz))))
(voxel != NULL && (fabs(tx / 128) > fabs(tz))))
{
return;
}

View file

@ -244,7 +244,7 @@ ACTOR Actor native //: Thinker
native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0, int limit = 0);
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", float mindist = 0, int limit = 0);
native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
native void A_CountdownArg(int argnum, state targstate = "");
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);