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- Fixed: If the sector behind a seg was closed, but it was closed between the
ceiling and floor of the front sector, the renderer did not add it to the solid clip list. - Blends created with the ACS fade commands now degrade to transparent overlays when the console is visible, just as they do for the menu. SVN r240 (trunk)
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commit
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4 changed files with 28 additions and 1 deletions
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@ -1,9 +1,16 @@
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July 9, 2006
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- Fixed: If the sector behind a seg was closed, but it was closed between the
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ceiling and floor of the front sector, the renderer did not add it to the
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solid clip list.
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July 8, 2006 (Changes by Graf Zahl)
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- Fixed: Specifying 'strifefallingdamage' in MAPINFO cleared all other flags.
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- Fixed: maxstepheight and maxdropoffheight were stored as ints instead of
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fixed_t's by the DECORATE parser.
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July 7, 2006
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- Blends created with the ACS fade commands now degrade to transparent overlays
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when the console is visible, just as they do for the menu.
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- Added actor replacement for DECORATE. This works at a higher level than
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using duplicate DoomEdNums and will affect all attempts to spawn the
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replaced actor. However, because this happens for all spawns and not just
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@ -1193,6 +1193,18 @@ void C_DrawConsole ()
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TickerVisible = false;
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}
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}
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// Apply palette blend effects
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if (StatusBar != NULL)
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{
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player_t *player = StatusBar->CPlayer;
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if (player->camera != NULL && player->camera->player != NULL)
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{
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player = player->camera->player;
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}
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screen->Dim (PalEntry (player->BlendR*255, player->BlendG*255, player->BlendB*255),
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player->BlendA, 0, ConBottom, screen->GetWidth(), screen->GetHeight() - ConBottom);
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}
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}
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if (menuactive != MENU_Off)
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@ -38,6 +38,7 @@
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#include "sbar.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "c_console.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "r_draw.h"
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@ -1370,7 +1371,7 @@ void FBaseStatusBar::BlendView (float blend[4])
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AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
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}
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if (CPlayer->camera != NULL && menuactive == MENU_Off)
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if (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up)
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{
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player_t *player = (CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
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AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
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@ -748,6 +748,13 @@ void R_AddLine (seg_t *line)
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{
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solid = true;
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}
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// [RH] Check for completely closed back sector. This worked in
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// 1.22, so I assume I accidentally broke it when I added slopes.
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else if (rw_backcz1 <= rw_backfz1 && rw_backcz2 <= rw_backfz2)
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{
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solid = true;
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doorclosed = true;
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}
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else if (
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(backsector->ceilingpic != skyflatnum ||
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frontsector->ceilingpic != skyflatnum)
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