mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 14:51:40 +00:00
Merge branch 'maint'
This commit is contained in:
commit
efa9e0c3ee
10 changed files with 1231 additions and 1203 deletions
2388
src/CMakeLists.txt
2388
src/CMakeLists.txt
File diff suppressed because it is too large
Load diff
|
@ -41,6 +41,7 @@
|
|||
|
||||
#include "version.h"
|
||||
#include "g_game.h"
|
||||
#include "c_bind.h"
|
||||
#include "c_console.h"
|
||||
#include "c_cvars.h"
|
||||
#include "c_dispatch.h"
|
||||
|
@ -1696,6 +1697,12 @@ static bool C_HandleKey (event_t *ev, BYTE *buffer, int len)
|
|||
break;
|
||||
|
||||
case '`':
|
||||
// Check to see if we have ` bound to the console before accepting
|
||||
// it as a way to close the console.
|
||||
if (Bindings.GetBinding(KEY_GRAVE).CompareNoCase("toggleconsole"))
|
||||
{
|
||||
break;
|
||||
}
|
||||
case GK_ESCAPE:
|
||||
// Close console and clear command line. But if we're in the
|
||||
// fullscreen console mode, there's nothing to fall back on
|
||||
|
|
|
@ -861,7 +861,7 @@ void D_ReadUserInfoStrings (int pnum, BYTE **stream, bool update)
|
|||
val.String = CleanseString(value.LockBuffer());
|
||||
(*cvar_ptr)->SetGenericRep(val, CVAR_String);
|
||||
value.UnlockBuffer();
|
||||
if (keyname == NAME_Name && update && oldname != value)
|
||||
if (keyname == NAME_Name && update && oldname.Compare (value))
|
||||
{
|
||||
Printf("%s is now known as %s\n", oldname.GetChars(), value.GetChars());
|
||||
}
|
||||
|
|
|
@ -130,6 +130,7 @@ enum ESkillLevels
|
|||
#define KEY_F10 0x44 // DIK_F10
|
||||
#define KEY_F11 0x57 // DIK_F11
|
||||
#define KEY_F12 0x58 // DIK_F12
|
||||
#define KEY_GRAVE 0x29 // DIK_GRAVE
|
||||
|
||||
#define KEY_BACKSPACE 0x0e // DIK_BACK
|
||||
|
||||
|
|
|
@ -996,7 +996,10 @@ bool DPlayerMenu::MenuEvent (int mkey, bool fromcontroller)
|
|||
// item specific handling comes here
|
||||
|
||||
case NAME_Playerbox:
|
||||
PlayerNameChanged(li);
|
||||
if (mkey == MKEY_Input)
|
||||
{
|
||||
PlayerNameChanged(li);
|
||||
}
|
||||
break;
|
||||
|
||||
case NAME_Team:
|
||||
|
|
|
@ -655,7 +655,14 @@ static void TakeStrifeItem (player_t *player, const PClass *itemtype, int amount
|
|||
item->Amount -= amount;
|
||||
if (item->Amount <= 0)
|
||||
{
|
||||
item->Destroy ();
|
||||
if (item->ItemFlags & IF_KEEPDEPLETED)
|
||||
{
|
||||
item->Amount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
item->Destroy ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4676,6 +4676,12 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
if (defaults->SpawnState == NULL ||
|
||||
sprites[defaults->SpawnState->sprite].numframes == 0)
|
||||
{
|
||||
// We don't load mods for shareware games so we'll just ignore
|
||||
// missing actors. Heretic needs this since the shareware includes
|
||||
// the retail weapons in Deathmatch.
|
||||
if (gameinfo.flags & GI_SHAREWARE)
|
||||
return NULL;
|
||||
|
||||
Printf ("%s at (%i, %i) has no frames\n",
|
||||
i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
|
||||
i = PClass::FindClass("Unknown");
|
||||
|
|
|
@ -607,8 +607,7 @@ visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightl
|
|||
// same visplane, then only the floor sky will be drawn.
|
||||
plane.c = height.c;
|
||||
plane.ic = height.ic;
|
||||
isskybox = skybox != NULL && !skybox->bInSkybox &&
|
||||
(skybox->bAlways || picnum == skyflatnum);
|
||||
isskybox = skybox != NULL && !skybox->bInSkybox;
|
||||
}
|
||||
else if (skybox != NULL && skybox->bAlways && !skybox->bInSkybox)
|
||||
{
|
||||
|
|
|
@ -1,8 +1,12 @@
|
|||
#include <SDL_joystick.h>
|
||||
|
||||
#include "doomdef.h"
|
||||
#include "templates.h"
|
||||
#include "m_joy.h"
|
||||
|
||||
// Very small deadzone so that floating point magic doesn't happen
|
||||
#define MIN_DEADZONE 0.000001f
|
||||
|
||||
class SDLInputJoystick: public IJoystickConfig
|
||||
{
|
||||
public:
|
||||
|
@ -65,7 +69,7 @@ public:
|
|||
|
||||
void SetAxisDeadZone(int axis, float zone)
|
||||
{
|
||||
Axes[axis].DeadZone = zone;
|
||||
Axes[axis].DeadZone = clamp(zone, MIN_DEADZONE, 1.f);
|
||||
}
|
||||
void SetAxisMap(int axis, EJoyAxis gameaxis)
|
||||
{
|
||||
|
@ -83,7 +87,7 @@ public:
|
|||
}
|
||||
bool IsAxisDeadZoneDefault(int axis)
|
||||
{
|
||||
return Axes[axis].DeadZone == 0.0f;
|
||||
return Axes[axis].DeadZone <= MIN_DEADZONE;
|
||||
}
|
||||
bool IsAxisMapDefault(int axis)
|
||||
{
|
||||
|
@ -105,7 +109,7 @@ public:
|
|||
info.Name.Format("Axis %d", i+1);
|
||||
else
|
||||
info.Name.Format("Hat %d (%c)", (i-NumAxes)/2 + 1, (i-NumAxes)%2 == 0 ? 'x' : 'y');
|
||||
info.DeadZone = 0.0f;
|
||||
info.DeadZone = MIN_DEADZONE;
|
||||
info.Multiplier = 1.0f;
|
||||
info.Value = 0.0;
|
||||
info.ButtonValue = 0;
|
||||
|
@ -141,7 +145,7 @@ public:
|
|||
{
|
||||
buttonstate = 0;
|
||||
|
||||
Axes[i].Value = SDL_JoystickGetAxis(Device, i)/32768.0;
|
||||
Axes[i].Value = SDL_JoystickGetAxis(Device, i)/32767.0;
|
||||
Axes[i].Value = Joy_RemoveDeadZone(Axes[i].Value, Axes[i].DeadZone, &buttonstate);
|
||||
|
||||
// Map button to axis
|
||||
|
|
|
@ -4,5 +4,6 @@ gameinfo
|
|||
{
|
||||
finalepage = "ORDER"
|
||||
infopage = "ORDER", "HELP1", "HELP2", "CREDIT"
|
||||
borderflat = "FLOOR04"
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue