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- backend update from Raze.
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parent
26518f8660
commit
c8b3d95d6f
4 changed files with 12 additions and 5 deletions
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@ -266,6 +266,8 @@ bool FZipFile::Open(bool quiet, LumpFilterInfo* filter)
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continue; // 'filter' is a reserved name of the file system.
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if (name.IndexOf("__macosx") == 0)
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continue; // skip Apple garbage. At this stage only the root folder matters.
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if (name.IndexOf(".bat") >= 0 || name.IndexOf(".exe") >= 0)
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continue; // also ignore executables for this.
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if (!foundprefix)
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{
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// check for special names, if one of these gets found this must be treated as a normal zip.
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@ -252,6 +252,7 @@ void PClass::StaticShutdown ()
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// Make a full garbage collection here so that all destroyed but uncollected higher level objects
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// that still exist are properly taken down before the low level data is deleted.
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GC::FullGC();
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GC::FullGC();
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Namespaces.ReleaseSymbols();
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@ -47,6 +47,7 @@
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#include "v_text.h"
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#include "vm.h"
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#include "i_interface.h"
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#include "r_videoscale.h"
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FGameTexture* CrosshairImage;
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static int CrosshairNum;
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@ -367,9 +368,11 @@ void DStatusBarCore::SetScale()
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double screenaspect = w / double(h);
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double aspectscale = 1.0;
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double ViewportAspect = ViewportPixelAspect();
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if ((horz == 320 && vert == 200) || (horz == 640 && vert == 400))
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{
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refaspect = 1.333;
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refaspect = (4. / 3.);
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if (!hud_aspectscale) aspectscale = 1 / 1.2;
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}
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@ -384,9 +387,9 @@ void DStatusBarCore::SetScale()
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refw = h * refaspect;
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}
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refw *= hud_scalefactor;
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refh *= hud_scalefactor * aspectscale;
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refh *= hud_scalefactor * aspectscale / ViewportAspect;
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int sby = vert - int(RelTop * hud_scalefactor * aspectscale);
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int sby = vert - int(RelTop * hud_scalefactor * aspectscale / ViewportAspect);
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// Use full pixels for destination size.
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ST_X = xs_CRoundToInt((w - refw) / 2);
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@ -3,6 +3,7 @@
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#include <stddef.h>
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#include <stdint.h>
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#include <algorithm>
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#include "xs_Float.h"
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#define MAXWIDTH 12000
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#define MAXHEIGHT 5000
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@ -103,12 +104,12 @@ inline double RAD2DEG(double rad)
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inline angle_t RAD2BAM(float rad)
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{
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return angle_t(rad * float(0x80000000u / M_PI));
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return angle_t(xs_RoundToUInt(rad * float(0x80000000u / M_PI)));
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}
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inline angle_t RAD2BAM(double rad)
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{
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return angle_t(rad * (0x80000000u / M_PI));
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return angle_t(xs_RoundToUInt(rad * (0x80000000u / M_PI)));
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}
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