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https://github.com/ZDoom/gzdoom.git
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Merge branch 'maint'
This commit is contained in:
commit
efa9e0c3ee
10 changed files with 1231 additions and 1203 deletions
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@ -41,6 +41,7 @@
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#include "version.h"
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#include "g_game.h"
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#include "c_bind.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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@ -1696,6 +1697,12 @@ static bool C_HandleKey (event_t *ev, BYTE *buffer, int len)
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break;
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case '`':
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// Check to see if we have ` bound to the console before accepting
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// it as a way to close the console.
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if (Bindings.GetBinding(KEY_GRAVE).CompareNoCase("toggleconsole"))
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{
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break;
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}
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case GK_ESCAPE:
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// Close console and clear command line. But if we're in the
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// fullscreen console mode, there's nothing to fall back on
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@ -861,7 +861,7 @@ void D_ReadUserInfoStrings (int pnum, BYTE **stream, bool update)
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val.String = CleanseString(value.LockBuffer());
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(*cvar_ptr)->SetGenericRep(val, CVAR_String);
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value.UnlockBuffer();
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if (keyname == NAME_Name && update && oldname != value)
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if (keyname == NAME_Name && update && oldname.Compare (value))
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{
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Printf("%s is now known as %s\n", oldname.GetChars(), value.GetChars());
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}
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@ -130,6 +130,7 @@ enum ESkillLevels
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#define KEY_F10 0x44 // DIK_F10
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#define KEY_F11 0x57 // DIK_F11
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#define KEY_F12 0x58 // DIK_F12
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#define KEY_GRAVE 0x29 // DIK_GRAVE
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#define KEY_BACKSPACE 0x0e // DIK_BACK
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@ -996,7 +996,10 @@ bool DPlayerMenu::MenuEvent (int mkey, bool fromcontroller)
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// item specific handling comes here
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case NAME_Playerbox:
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PlayerNameChanged(li);
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if (mkey == MKEY_Input)
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{
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PlayerNameChanged(li);
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}
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break;
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case NAME_Team:
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@ -655,7 +655,14 @@ static void TakeStrifeItem (player_t *player, const PClass *itemtype, int amount
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item->Amount -= amount;
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if (item->Amount <= 0)
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{
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item->Destroy ();
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if (item->ItemFlags & IF_KEEPDEPLETED)
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{
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item->Amount = 0;
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}
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else
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{
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item->Destroy ();
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}
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}
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}
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}
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@ -4676,6 +4676,12 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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if (defaults->SpawnState == NULL ||
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sprites[defaults->SpawnState->sprite].numframes == 0)
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{
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// We don't load mods for shareware games so we'll just ignore
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// missing actors. Heretic needs this since the shareware includes
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// the retail weapons in Deathmatch.
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if (gameinfo.flags & GI_SHAREWARE)
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return NULL;
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Printf ("%s at (%i, %i) has no frames\n",
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i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
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i = PClass::FindClass("Unknown");
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@ -607,8 +607,7 @@ visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightl
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// same visplane, then only the floor sky will be drawn.
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plane.c = height.c;
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plane.ic = height.ic;
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isskybox = skybox != NULL && !skybox->bInSkybox &&
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(skybox->bAlways || picnum == skyflatnum);
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isskybox = skybox != NULL && !skybox->bInSkybox;
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}
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else if (skybox != NULL && skybox->bAlways && !skybox->bInSkybox)
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{
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@ -1,8 +1,12 @@
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#include <SDL_joystick.h>
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#include "doomdef.h"
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#include "templates.h"
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#include "m_joy.h"
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// Very small deadzone so that floating point magic doesn't happen
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#define MIN_DEADZONE 0.000001f
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class SDLInputJoystick: public IJoystickConfig
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{
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public:
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@ -65,7 +69,7 @@ public:
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void SetAxisDeadZone(int axis, float zone)
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{
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Axes[axis].DeadZone = zone;
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Axes[axis].DeadZone = clamp(zone, MIN_DEADZONE, 1.f);
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}
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void SetAxisMap(int axis, EJoyAxis gameaxis)
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{
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@ -83,7 +87,7 @@ public:
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}
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bool IsAxisDeadZoneDefault(int axis)
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{
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return Axes[axis].DeadZone == 0.0f;
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return Axes[axis].DeadZone <= MIN_DEADZONE;
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}
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bool IsAxisMapDefault(int axis)
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{
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@ -105,7 +109,7 @@ public:
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info.Name.Format("Axis %d", i+1);
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else
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info.Name.Format("Hat %d (%c)", (i-NumAxes)/2 + 1, (i-NumAxes)%2 == 0 ? 'x' : 'y');
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info.DeadZone = 0.0f;
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info.DeadZone = MIN_DEADZONE;
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info.Multiplier = 1.0f;
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info.Value = 0.0;
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info.ButtonValue = 0;
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@ -141,7 +145,7 @@ public:
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{
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buttonstate = 0;
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Axes[i].Value = SDL_JoystickGetAxis(Device, i)/32768.0;
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Axes[i].Value = SDL_JoystickGetAxis(Device, i)/32767.0;
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Axes[i].Value = Joy_RemoveDeadZone(Axes[i].Value, Axes[i].DeadZone, &buttonstate);
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// Map button to axis
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@ -4,5 +4,6 @@ gameinfo
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{
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finalepage = "ORDER"
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infopage = "ORDER", "HELP1", "HELP2", "CREDIT"
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borderflat = "FLOOR04"
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}
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