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SVN r158 (trunk)
This commit is contained in:
parent
92dff5f302
commit
fd1a239c66
5 changed files with 17 additions and 8 deletions
8
cbuild.c
8
cbuild.c
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@ -1969,8 +1969,8 @@ reparse:
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if(do_level >= sizeof(int)*8)
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{
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printf("\n\n!!! %s error, line %d !!!\n"
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"Too many 'do' commands enountered (max: %ud)!\n\n",
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fname, curr_line, sizeof(int)*8 - 1);
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"Too many 'do' commands enountered (max: %lud)!\n\n",
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fname, curr_line, (unsigned long)(sizeof(int)*8 - 1));
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snprintf(linebuf, sizeof(linebuf), "exit -1\n");
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goto reparse;
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}
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@ -2687,8 +2687,8 @@ dir_write_check:
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if(!tmp)
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{
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fprintf(stderr, "\n\n\n*** Critical Error ***\n"
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"Out of memory allocating %ud defines!\n\n",
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num_defines+1);
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"Out of memory allocating %lud defines!\n\n",
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(unsigned long)(num_defines+1));
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snprintf(linebuf, sizeof(linebuf), "exit -1\n");
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goto reparse;
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}
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@ -1,3 +1,12 @@
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May 31, 2006 (Changes by Graf Zahl)
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- Fixed: Ammo items dropped by monsters that have a default amount of 1 didn't
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contain any ammo at all.
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- Fixed: PClass::FreeIndices was declared as TArray<size_t> in the header but
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as TArray<unsigned int> in the cpp file.
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May 28, 2006 (Changes by Graf Zahl)
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- Fixed: PowerFrighteners must check Owner for NULL in InitEffect and EndEffect.
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May 28, 2006
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- Fixed: When building GL nodes for Deathkings MAP42, one polyobject had one
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of its segs thrown away, so the map could not start. This was because the
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@ -298,7 +298,7 @@ protected:
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private:
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static TArray<DObject *> Objects;
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static TArray<size_t> FreeIndices;
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static TArray<unsigned int> FreeIndices;
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static TArray<DObject *> ToDestroy;
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static void DestroyScan (DObject *obj);
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@ -1087,7 +1087,7 @@ END_DEFAULTS
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void APowerFrightener::InitEffect ()
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{
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if (Owner->player == NULL)
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if (Owner== NULL || Owner->player == NULL)
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return;
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Owner->player->cheats |= CF_FRIGHTENING;
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@ -1101,7 +1101,7 @@ void APowerFrightener::InitEffect ()
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void APowerFrightener::EndEffect ()
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{
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if (Owner->player == NULL)
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if (Owner== NULL || Owner->player == NULL)
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return;
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Owner->player->cheats &= ~CF_FRIGHTENING;
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@ -2222,7 +2222,7 @@ AInventory *P_DropItem (AActor *source, const PClass *type, int special, int cha
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else if (mo->IsKindOf (RUNTIME_CLASS(AAmmo)))
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{
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// Half ammo when dropped by bad guys.
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inv->Amount = inv->GetClass()->Meta.GetMetaInt (AIMETA_DropAmount, inv->Amount / 2 );
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inv->Amount = inv->GetClass()->Meta.GetMetaInt (AIMETA_DropAmount, MAX(1, inv->Amount / 2 ));
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}
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else if (mo->IsKindOf (RUNTIME_CLASS(AWeapon)))
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{
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