mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-28 06:42:09 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
dc753fca6e
9 changed files with 39 additions and 35 deletions
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@ -170,6 +170,12 @@ else()
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set( FMOD_INC_PATH_SUFFIXES PATH_SUFFIXES inc )
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set( FMOD_LIB_PATH_SUFFIXES PATH_SUFFIXES lib )
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set( NO_GTK ON )
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# Prevent inclusion of fp.h and FixMath.h from Carbon framework
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# Declarations from these files are not used but cause the following conflicts:
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# - redefinition of 'FixedToFloat' and 'FloatToFixed' macros
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# - redefinition of 'pi' as different kind of symbol
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add_definitions( -D__FP__ -D__FIXMATH__ )
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else()
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option( NO_GTK "Disable GTK+ dialogs (Not applicable to Windows)" )
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option( VALGRIND "Add special Valgrind sequences to self-modifying code" )
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@ -578,22 +584,6 @@ if( UNIX )
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endif()
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endif()
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CHECK_CXX_SOURCE_COMPILES(
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"#include <stdarg.h>
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int main() { va_list list1, list2; va_copy(list1, list2); return 0; }"
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HAS_VA_COPY )
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if( NOT HAS_VA_COPY )
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CHECK_CXX_SOURCE_COMPILES(
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"#include <stdarg.h>
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int main() { va_list list1, list2; __va_copy(list1, list2); return 0; }"
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HAS___VA_COPY )
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if( HAS___VA_COPY )
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add_definitions( -Dva_copy=__va_copy )
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else()
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add_definitions( -DNO_VA_COPY )
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endif()
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endif()
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# Flags
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if( BACKPATCH )
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@ -1704,7 +1704,7 @@ void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage
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DmgFactors *df = GetClass()->DamageFactors;
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if (df != NULL && df->CountUsed() != 0)
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{
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newdam = MIN(0, df->Apply(damageType, damage));
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newdam = MAX(0, df->Apply(damageType, damage));
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}
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else
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{
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@ -178,6 +178,11 @@ inline int AngleToACS(DAngle ang)
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return ang.BAMs() >> 16;
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}
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inline int PitchToACS(DAngle ang)
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{
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return int(ang.Normalized180().Degrees * (65536. / 360));
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}
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struct CallReturn
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{
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CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, ACSLocalArrays *arrays, bool discard, unsigned int runaway)
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@ -8751,7 +8756,7 @@ scriptwait:
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case PCD_GETACTORPITCH:
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{
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AActor *actor = SingleActorFromTID(STACK(1), activator);
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STACK(1) = actor == NULL ? 0 : AngleToACS(actor->Angles.Pitch);
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STACK(1) = actor == NULL ? 0 : PitchToACS(actor->Angles.Pitch);
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}
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break;
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@ -221,7 +221,7 @@ void P_FakeZMovement (AActor *mo);
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bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false);
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bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor = NULL);
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bool P_CheckMove(AActor *thing, const DVector2 &pos);
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bool P_CheckMove(AActor *thing, const DVector2 &pos, bool dropoff = false);
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void P_ApplyTorque(AActor *mo);
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bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modifyactor = true); // [RH] Added z and telefrag parameters
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@ -2410,7 +2410,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
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//
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//==========================================================================
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bool P_CheckMove(AActor *thing, const DVector2 &pos)
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bool P_CheckMove(AActor *thing, const DVector2 &pos, bool dropoff)
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{
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FCheckPosition tm;
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double newz = thing->Z();
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@ -2469,6 +2469,17 @@ bool P_CheckMove(AActor *thing, const DVector2 &pos)
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return false;
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}
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}
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else if (dropoff)
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{
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const DVector3 oldpos = thing->Pos();
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thing->SetOrigin(pos.X, pos.Y, newz, true);
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bool hcheck = (newz - thing->MaxDropOffHeight > thing->dropoffz);
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thing->SetOrigin(oldpos, true);
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if (hcheck && !(thing->flags & MF_FLOAT) && !(i_compatflags & COMPATF_DROPOFF))
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{
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return false;
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}
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}
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}
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if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
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@ -6707,7 +6707,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
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if (flags & CBF_DROPOFF)
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{
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mobj->SetZ(pos.Z);
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checker = P_CheckMove(mobj, pos);
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checker = P_CheckMove(mobj, pos, true);
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mobj->SetZ(oldpos.Z);
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}
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else
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@ -6742,8 +6742,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
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}
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//[MC] I don't know why I let myself be persuaded not to include a flag.
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//If an actor is loaded with pointers, they don't really have any options to spare.
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//Also, fail if a dropoff or a step is too great to pass over when checking for dropoffs.
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if ((!(flags & CBF_NOACTORS) && (mobj->BlockingMobj)) || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL))
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if ((!(flags & CBF_NOACTORS) && (mobj->BlockingMobj)) || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL) ||
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((flags & CBF_DROPOFF) && !checker))
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{
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ACTION_RETURN_STATE(block);
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}
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@ -127,6 +127,7 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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FTexture::Span unmaskedSpan[2];
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const FTexture::Span **spanptr, *spans;
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static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH];
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const BYTE *translation = NULL;
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if (parms.masked)
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{
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@ -155,12 +156,16 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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// Note that this overrides DTA_Translation in software, but not in hardware.
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FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255,255,255),
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parms.colorOverlay & MAKEARGB(0,255,255,255), 0);
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parms.translation = &colormap->Maps[(APART(parms.colorOverlay)*NUMCOLORMAPS/255)*256];
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translation = &colormap->Maps[(APART(parms.colorOverlay)*NUMCOLORMAPS/255)*256];
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}
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else if (parms.remap != NULL)
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{
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translation = parms.remap->Remap;
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}
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if (parms.translation != NULL)
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if (translation != NULL)
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{
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dc_colormap = (lighttable_t *)parms.translation;
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dc_colormap = (lighttable_t *)translation;
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}
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else
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{
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@ -421,6 +426,7 @@ bool DCanvas::SetTextureParms(DrawParms *parms, FTexture *img, double xx, double
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parms->virtWidth, parms->virtHeight, parms->virtBottom, !parms->keepratio);
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}
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}
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return false;
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}
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@ -461,7 +467,6 @@ bool DCanvas::ParseDrawTextureTags (FTexture *img, double x, double y, DWORD tag
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parms->Alpha = 1.f;
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parms->fillcolor = -1;
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parms->remap = NULL;
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parms->translation = NULL;
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parms->colorOverlay = 0;
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parms->alphaChannel = false;
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parms->flipX = false;
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@ -826,11 +831,6 @@ bool DCanvas::ParseDrawTextureTags (FTexture *img, double x, double y, DWORD tag
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}
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}
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if (parms->remap != NULL)
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{
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parms->translation = parms->remap->Remap;
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}
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if (parms->style.BlendOp == 255)
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{
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if (fillcolorset)
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@ -86,9 +86,6 @@ void STACK_ARGS DCanvas::DrawChar (FFont *font, int normalcolor, int x, int y, B
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//
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void STACK_ARGS DCanvas::DrawText(FFont *font, int normalcolor, int x, int y, const char *string, int tag_first, ...)
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{
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INTBOOL boolval;
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uint32 tag;
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int w;
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const BYTE *ch;
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int c;
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@ -158,7 +158,6 @@ struct DrawParms
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float Alpha;
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uint32 fillcolor;
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FRemapTable *remap;
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const BYTE *translation;
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uint32 colorOverlay;
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INTBOOL alphaChannel;
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INTBOOL flipX;
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