mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
This commit is contained in:
commit
f79bbed130
15 changed files with 207 additions and 207 deletions
|
@ -937,7 +937,6 @@ set (PCH_SOURCES
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|||
rendering/hwrenderer/hw_vertexbuilder.cpp
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||||
rendering/hwrenderer/doom_aabbtree.cpp
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||||
rendering/hwrenderer/hw_models.cpp
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||||
rendering/hwrenderer/hw_postprocessshader.cpp
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||||
rendering/hwrenderer/hw_precache.cpp
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||||
rendering/hwrenderer/scene/hw_lighting.cpp
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rendering/hwrenderer/scene/hw_drawlistadd.cpp
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||||
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@ -1152,6 +1151,7 @@ set (PCH_SOURCES
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common/rendering/hwrenderer/data/hw_aabbtree.cpp
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common/rendering/hwrenderer/data/hw_shadowmap.cpp
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common/rendering/hwrenderer/data/hw_shaderpatcher.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocessshader.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
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common/rendering/gl_load/gl_interface.cpp
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||||
|
|
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@ -963,6 +963,7 @@ xx(A_FirePlasma)
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xx(A_FireBFG)
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xx(A_FireOldBFG)
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xx(A_FireRailgun)
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xx(A_ConsumeAmmo)
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// color channels
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xx(a)
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|
|
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@ -55,7 +55,6 @@
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// ---------------------------------------------------------------------------
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CVAR (Bool, i_soundinbackground, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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EXTERN_CVAR(Int, vid_defwidth )
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EXTERN_CVAR(Int, vid_defheight)
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EXTERN_CVAR(Bool, vid_vsync )
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@ -293,7 +292,7 @@ extern bool AppActive;
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{
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ZD_UNUSED(aNotification);
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S_SetSoundPaused(i_soundinbackground);
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S_SetSoundPaused(0);
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AppActive = false;
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}
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|
|
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@ -95,8 +95,6 @@ CUSTOM_CVAR(Bool, gl_es, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCA
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CVAR(Bool, i_soundinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR (Int, vid_adapter, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(String, vid_sdl_render_driver, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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|
@ -721,7 +719,7 @@ void ProcessSDLWindowEvent(const SDL_WindowEvent &event)
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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S_SetSoundPaused(i_soundinbackground);
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S_SetSoundPaused(0);
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AppActive = false;
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break;
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|
|
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@ -140,7 +140,6 @@ int BlockMouseMove;
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static bool EventHandlerResultForNativeMouse;
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CVAR (Bool, i_soundinbackground, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, k_allowfullscreentoggle, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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extern int chatmodeon;
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@ -508,7 +507,7 @@ LRESULT CALLBACK WndProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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{
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SetPriorityClass (GetCurrentProcess (), IDLE_PRIORITY_CLASS);
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}
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S_SetSoundPaused ((!!i_soundinbackground) || wParam);
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S_SetSoundPaused (wParam);
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break;
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case WM_WTSSESSION_CHANGE:
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|
|
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@ -585,7 +585,7 @@ public:
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void SetDepthBias(float a, float b)
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{
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mBias.mChanged = mBias.mFactor != a || mBias.mUnits != b;
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mBias.mChanged |= mBias.mFactor != a || mBias.mUnits != b;
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mBias.mFactor = a;
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mBias.mUnits = b;
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}
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|
@ -597,7 +597,7 @@ public:
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void ClearDepthBias()
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{
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mBias.mChanged = mBias.mFactor != 0 || mBias.mUnits != 0;
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mBias.mChanged |= mBias.mFactor != 0 || mBias.mUnits != 0;
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mBias.mFactor = 0;
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mBias.mUnits = 0;
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}
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||||
|
|
|
@ -0,0 +1,139 @@
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|||
/*
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** Postprocessing framework
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** Copyright (c) 2016-2020 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
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#include "vm.h"
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#include "hwrenderer/postprocessing/hw_postprocessshader.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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static void ShaderSetEnabled(const FString &shaderName, bool value)
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||||
{
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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||||
{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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shader.Enabled = value;
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_PPShader, SetEnabled, ShaderSetEnabled)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(shaderName);
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PARAM_BOOL(value);
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ShaderSetEnabled(shaderName, value);
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return 0;
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}
|
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|
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static void ShaderSetUniform1f(const FString &shaderName, const FString &uniformName, double value)
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||||
{
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
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||||
if (shader.Name == shaderName)
|
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = value;
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vec4[1] = 0.0;
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||||
vec4[2] = 0.0;
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vec4[3] = 1.0;
|
||||
}
|
||||
}
|
||||
}
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|
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DEFINE_ACTION_FUNCTION_NATIVE(_PPShader, SetUniform1f, ShaderSetUniform1f)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_STRING(shaderName);
|
||||
PARAM_STRING(uniformName);
|
||||
PARAM_FLOAT(value);
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ShaderSetUniform1f(shaderName, uniformName, value);
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return 0;
|
||||
}
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||||
|
||||
DEFINE_ACTION_FUNCTION(_PPShader, SetUniform2f)
|
||||
{
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PARAM_PROLOGUE;
|
||||
PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
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||||
|
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
|
||||
if (shader.Name == shaderName)
|
||||
{
|
||||
double *vec4 = shader.Uniforms[uniformName].Values;
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||||
vec4[0] = x;
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||||
vec4[1] = y;
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||||
vec4[2] = 0.0;
|
||||
vec4[3] = 1.0;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_PPShader, SetUniform3f)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_STRING(shaderName);
|
||||
PARAM_STRING(uniformName);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
PARAM_FLOAT(z);
|
||||
|
||||
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
|
||||
if (shader.Name == shaderName)
|
||||
{
|
||||
double *vec4 = shader.Uniforms[uniformName].Values;
|
||||
vec4[0] = x;
|
||||
vec4[1] = y;
|
||||
vec4[2] = z;
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||||
vec4[3] = 1.0;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_PPShader, SetUniform1i)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_STRING(shaderName);
|
||||
PARAM_STRING(uniformName);
|
||||
PARAM_INT(value);
|
||||
|
||||
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
|
||||
if (shader.Name == shaderName)
|
||||
{
|
||||
double *vec4 = shader.Uniforms[uniformName].Values;
|
||||
vec4[0] = (double)value;
|
||||
vec4[1] = 0.0;
|
||||
vec4[2] = 0.0;
|
||||
vec4[3] = 1.0;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
|
@ -184,7 +184,7 @@ struct MBFParamState
|
|||
int GetSoundArg(int i, int def = 0)
|
||||
{
|
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int num = argsused & (1 << i) ? (int)args[i] : def;
|
||||
if (num > 0 && num < int(SoundMap.Size())) return SoundMap[num];
|
||||
if (num > 0 && num <= int(SoundMap.Size())) return SoundMap[num-1];
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -237,6 +237,7 @@ static AmmoPerAttack AmmoPerAttacks[] = {
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{ NAME_A_FireBFG, -1}, // uses deh.BFGCells
|
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{ NAME_A_FireOldBFG, 1},
|
||||
{ NAME_A_FireRailgun, 1},
|
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{ NAME_A_ConsumeAmmo, 1}, // MBF21
|
||||
{ NAME_None, 0}
|
||||
};
|
||||
|
||||
|
@ -886,12 +887,12 @@ static void CreateWeaponBulletAttackFunc(FunctionCallEmitter &emitters, int valu
|
|||
|
||||
static void CreateWeaponMeleeAttackFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
|
||||
{
|
||||
state->ValidateArgCount(5, "A_WeaponBulletAttack");
|
||||
state->ValidateArgCount(5, "A_WeaponMeleeAttack");
|
||||
emitters.AddParameterIntConst(state->GetIntArg(0, 2));
|
||||
emitters.AddParameterIntConst(state->GetIntArg(1, 10));
|
||||
emitters.AddParameterFloatConst(state->GetFloatArg(2, 1));
|
||||
emitters.AddParameterIntConst(state->GetIntArg(3));
|
||||
emitters.AddParameterIntConst(state->GetIntArg(4));
|
||||
emitters.AddParameterIntConst(state->GetSoundArg(3));
|
||||
emitters.AddParameterFloatConst(state->GetFloatArg(4));
|
||||
}
|
||||
|
||||
static void CreateWeaponSoundFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
|
||||
|
|
|
@ -1,169 +0,0 @@
|
|||
/*
|
||||
** Postprocessing framework
|
||||
** Copyright (c) 2016-2020 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "vm.h"
|
||||
#include "d_player.h"
|
||||
#include "hwrenderer/postprocessing/hw_postprocessshader.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "hwrenderer/postprocessing/hw_postprocess.h"
|
||||
|
||||
static bool IsConsolePlayer(player_t *player)
|
||||
{
|
||||
AActor *activator = player ? player->mo : nullptr;
|
||||
if (activator == nullptr || activator->player == nullptr)
|
||||
return false;
|
||||
return activator->player == activator->Level->GetConsolePlayer();
|
||||
}
|
||||
|
||||
static void ShaderSetEnabled(player_t *player, const FString &shaderName, bool value)
|
||||
{
|
||||
if (IsConsolePlayer(player))
|
||||
{
|
||||
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
|
||||
if (shader.Name == shaderName)
|
||||
shader.Enabled = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Shader, SetEnabled, ShaderSetEnabled)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_POINTER(player, player_t);
|
||||
PARAM_STRING(shaderName);
|
||||
PARAM_BOOL(value);
|
||||
ShaderSetEnabled(player, shaderName, value);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void ShaderSetUniform1f(player_t *player, const FString &shaderName, const FString &uniformName, double value)
|
||||
{
|
||||
if (IsConsolePlayer(player))
|
||||
{
|
||||
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
|
||||
if (shader.Name == shaderName)
|
||||
{
|
||||
double *vec4 = shader.Uniforms[uniformName].Values;
|
||||
vec4[0] = value;
|
||||
vec4[1] = 0.0;
|
||||
vec4[2] = 0.0;
|
||||
vec4[3] = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Shader, SetUniform1f, ShaderSetUniform1f)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_POINTER(player, player_t);
|
||||
PARAM_STRING(shaderName);
|
||||
PARAM_STRING(uniformName);
|
||||
PARAM_FLOAT(value);
|
||||
ShaderSetUniform1f(player, shaderName, uniformName, value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Shader, SetUniform2f)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_POINTER(player, player_t);
|
||||
PARAM_STRING(shaderName);
|
||||
PARAM_STRING(uniformName);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
|
||||
if (IsConsolePlayer(player))
|
||||
{
|
||||
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
|
||||
if (shader.Name == shaderName)
|
||||
{
|
||||
double *vec4 = shader.Uniforms[uniformName].Values;
|
||||
vec4[0] = x;
|
||||
vec4[1] = y;
|
||||
vec4[2] = 0.0;
|
||||
vec4[3] = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Shader, SetUniform3f)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_POINTER(player, player_t);
|
||||
PARAM_STRING(shaderName);
|
||||
PARAM_STRING(uniformName);
|
||||
PARAM_FLOAT(x);
|
||||
PARAM_FLOAT(y);
|
||||
PARAM_FLOAT(z);
|
||||
|
||||
if (IsConsolePlayer(player))
|
||||
{
|
||||
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
|
||||
if (shader.Name == shaderName)
|
||||
{
|
||||
double *vec4 = shader.Uniforms[uniformName].Values;
|
||||
vec4[0] = x;
|
||||
vec4[1] = y;
|
||||
vec4[2] = z;
|
||||
vec4[3] = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Shader, SetUniform1i)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_POINTER(player, player_t);
|
||||
PARAM_STRING(shaderName);
|
||||
PARAM_STRING(uniformName);
|
||||
PARAM_INT(value);
|
||||
|
||||
if (IsConsolePlayer(player))
|
||||
{
|
||||
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
||||
{
|
||||
PostProcessShader &shader = PostProcessShaders[i];
|
||||
if (shader.Name == shaderName)
|
||||
{
|
||||
double *vec4 = shader.Uniforms[uniformName].Values;
|
||||
vec4[0] = (double)value;
|
||||
vec4[1] = 0.0;
|
||||
vec4[2] = 0.0;
|
||||
vec4[3] = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
|
@ -71,6 +71,8 @@
|
|||
|
||||
|
||||
FBoolCVar noisedebug("noise", false, 0); // [RH] Print sound debugging info?
|
||||
CVAR (Bool, i_soundinbackground, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
CVAR (Bool, i_pauseinbackground, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
|
||||
|
||||
static FString LastLocalSndInfo;
|
||||
|
@ -930,7 +932,16 @@ void S_SerializeSounds(FSerializer &arc)
|
|||
|
||||
void S_SetSoundPaused(int state)
|
||||
{
|
||||
if (state)
|
||||
if (!netgame && (i_pauseinbackground)
|
||||
#ifdef _DEBUG
|
||||
&& !demoplayback
|
||||
#endif
|
||||
)
|
||||
{
|
||||
pauseext = !state;
|
||||
}
|
||||
|
||||
if ((state || i_soundinbackground) && !pauseext)
|
||||
{
|
||||
if (paused == 0)
|
||||
{
|
||||
|
@ -954,14 +965,6 @@ void S_SetSoundPaused(int state)
|
|||
}
|
||||
}
|
||||
}
|
||||
if (!netgame
|
||||
#ifdef _DEBUG
|
||||
&& !demoplayback
|
||||
#endif
|
||||
)
|
||||
{
|
||||
pauseext = !state;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@ version "4.6"
|
|||
#include "zscript/engine/dictionary.zs"
|
||||
#include "zscript/engine/inputevents.zs"
|
||||
#include "zscript/engine/service.zs"
|
||||
#include "zscript/engine/ppshader.zs"
|
||||
|
||||
#include "zscript/engine/ui/menu/colorpickermenu.zs"
|
||||
#include "zscript/engine/ui/menu/joystickmenu.zs"
|
||||
|
|
|
@ -994,7 +994,7 @@ class Weapon : StateProvider
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1)
|
||||
virtual bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1, bool forceammouse = false)
|
||||
{
|
||||
if (!(sv_infiniteammo || (Owner.FindInventory ('PowerInfiniteAmmo', true) != null)))
|
||||
{
|
||||
|
@ -1006,7 +1006,7 @@ class Weapon : StateProvider
|
|||
{
|
||||
if (Ammo1 != null)
|
||||
{
|
||||
if (ammouse >= 0 && bDehAmmo)
|
||||
if (ammouse >= 0 && (bDehAmmo || forceammouse))
|
||||
{
|
||||
Ammo1.Amount -= ammouse;
|
||||
}
|
||||
|
|
|
@ -198,7 +198,9 @@ extend class Actor
|
|||
//
|
||||
void A_FindTracer(double fov, int dist)
|
||||
{
|
||||
if (!tracer) tracer = RoughMonsterSearch(dist, fov: fov);
|
||||
// note: mbf21 fov is the angle of the entire cone, while
|
||||
// zdoom fov is defined as 1/2 of the cone, so halve it.
|
||||
if (!tracer) tracer = RoughMonsterSearch(dist, fov: fov/2);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -316,11 +318,9 @@ extend class Weapon
|
|||
FTranslatedLineTarget t;
|
||||
|
||||
angle += self.angle;
|
||||
double x = Spawnofs_xy * cos(angle);
|
||||
double y = Spawnofs_xy * sin(angle);
|
||||
let pos = self.Vec3Offset(x, y, Spawnofs_z);
|
||||
Vector2 ofs = AngleToVector(self.Angle - 90, spawnofs_xy);
|
||||
|
||||
let mo = SpawnPlayerMissile(type, angle, pos.X, pos.Y, pos.Z, pLineTarget: t);
|
||||
let mo = SpawnPlayerMissile(type, angle, ofs.x, ofs.y, Spawnofs_z, pLineTarget: t);
|
||||
if (!mo) return;
|
||||
|
||||
Pitch += mo.PitchFromVel();
|
||||
|
@ -432,7 +432,7 @@ extend class Weapon
|
|||
if (!weap) return;
|
||||
|
||||
if (consume == 0) consume = -1;
|
||||
weap.DepleteAmmo(weap.bAltFire, false, consume);
|
||||
weap.DepleteAmmo(weap.bAltFire, false, consume, true);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -505,9 +505,9 @@ extend class Weapon
|
|||
|
||||
// needed to call A_SeekerMissile with proper defaults.
|
||||
deprecated("2.3", "for Dehacked use only")
|
||||
void MBF21_SeekTracer(int threshold, int turnmax)
|
||||
void MBF21_SeekTracer(double threshold, double turnmax)
|
||||
{
|
||||
A_SeekerMissile(threshold, turnmax);
|
||||
A_SeekerMissile(threshold, turnmax, flags: SMF_PRECISE); // args get truncated to ints here, but it's close enough
|
||||
}
|
||||
|
||||
}
|
|
@ -701,11 +701,31 @@ class Lighting : SectorEffect native
|
|||
|
||||
struct Shader native
|
||||
{
|
||||
native clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable);
|
||||
native clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value);
|
||||
native clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value);
|
||||
native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value);
|
||||
native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value);
|
||||
// This interface was deprecated for the pointless player dependency
|
||||
private static bool IsConsolePlayer(PlayerInfo player)
|
||||
{
|
||||
return player && !player.mo && player == players[consoleplayer];
|
||||
}
|
||||
deprecated("4.8", "Use PPShader.SetEnabled() instead") clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable)
|
||||
{
|
||||
if (IsConsolePlayer(player)) PPShader.SetEnabled(shaderName, enable);
|
||||
}
|
||||
deprecated("4.8", "Use PPShader.SetUniform1f() instead") clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value)
|
||||
{
|
||||
if (IsConsolePlayer(player)) PPShader.SetUniform1f(shaderName, uniformName, value);
|
||||
}
|
||||
deprecated("4.8", "Use PPShader.SetUniform2f() instead") clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value)
|
||||
{
|
||||
if (IsConsolePlayer(player)) PPShader.SetUniform2f(shaderName, uniformName, value);
|
||||
}
|
||||
deprecated("4.8", "Use PPShader.SetUniform3f() instead") clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value)
|
||||
{
|
||||
if (IsConsolePlayer(player)) PPShader.SetUniform3f(shaderName, uniformName, value);
|
||||
}
|
||||
deprecated("4.8", "Use PPShader.SetUniform1i() instead") clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value)
|
||||
{
|
||||
if (IsConsolePlayer(player)) PPShader.SetUniform1i(shaderName, uniformName, value);
|
||||
}
|
||||
}
|
||||
|
||||
struct FRailParams
|
||||
|
|
8
wadsrc/static/zscript/engine/ppshader.zs
Normal file
8
wadsrc/static/zscript/engine/ppshader.zs
Normal file
|
@ -0,0 +1,8 @@
|
|||
struct PPShader native
|
||||
{
|
||||
native clearscope static void SetEnabled(string shaderName, bool enable);
|
||||
native clearscope static void SetUniform1f(string shaderName, string uniformName, float value);
|
||||
native clearscope static void SetUniform2f(string shaderName, string uniformName, vector2 value);
|
||||
native clearscope static void SetUniform3f(string shaderName, string uniformName, vector3 value);
|
||||
native clearscope static void SetUniform1i(string shaderName, string uniformName, int value);
|
||||
}
|
Loading…
Reference in a new issue