symbols there instead of into AActor.
- Changed the expression evaluator's floating point precision to double.
- Started rewriting the DECORATE expression evaluator to allow more flexibility.
All the operators use the new functionality but functions, variables and
constants are yet to be redone.
While doing this rewrite I noticed that random2 was always evaluated as const.
This got fixed automatically.
SVN r1264 (trunk)
* This may or may not be a problem, but GCC warned that FStateDefinitions::
AddStateDefines() does not initialize def.FStateDefine::DefineFlags, so
I fixed that.
SVN r1262 (trunk)
two-entry array for passing to the main FindState() routine, but did
not actually pass it, passing the original primary label instead.
SVN r1261 (trunk)
- Fixed: ThingCountSector and ThingCountNameSector did not remove enough
entries from the stack, and did not put the result in the right slot.
- Fixed: Teleport lines were prioritized over secret lines when deciding what
color to draw them on the automap.
- Fixed: Death-reverting morphs did not remove the morph item from the
player's inventory when death caused the morph to revert.
- Updated fmod_wrap.h for FMOD Ex 4.18.
SVN r1259 (trunk)
- Fixed: S_ChannelEnded didn't check for a NULL SfxInfo.
- Fixed: R_InitTables did a typecast to angle_t instead of fixed_t.
- Fixed: PowerProtection and PowerDamage applied their defaults incorrectly.
- Fixed: The damage type property didn't properly read its factor.
SVN r1257 (trunk)
against decorations without breaking anything newer:
Added a new 'projectilepassheight' property that defines an alternative height
that is only used when checking a projectile's movement against this actor.
If the value is positive it is used regardless of other settings, if it is
negative, its absolute will be used if a new compatibility option is enabled
and if it is 0 the normal height will be used.
SVN r1253 (trunk)
the NextState parameter is. The code did some rather unsafe checks with it
to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
and call the same function to do the real work.
SVN r1243 (trunk)
some changes to the MAPINFO parser which tried to access the texture manager
to check if the level name patches exist. That check had to be moved to
where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
of integers.
Please note that this creates an incompatibility between old and new
versions so if you want to create something that works with both 2.2.0
and current versions better use the string format version for the color
parameter!
- Rewrote the DECORATE property parser so that the parser is completely
separated from the property handlers. This should allow reuse of all
the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
this was ever used for - Raven's invulnerability item - has already been
split up into a Heretic and Hexen version.
SVN r1240 (trunk)
controllers, the joystick axis selectors need to NULL the d.graycheck
field, since this is shared by the axis sensitivity sliders' step values.
SVN r1238 (trunk)
when explicitly giving them.
- Changed 'give weapon' cheat so that in single player it only gives weapons
belonging to the current game or are placed in a weapon slot to avoid
giving the Chex Quest weapons in Doom and vice versa.
- Fixed: The texture manager must be the first thing to be initialized
because MAPINFO and DECORATE both can reference textures and letting them
create their own textures is not safe.
SVN r1230 (trunk)
The rolloff and channel ended callbacks now call functions in s_sound.cpp
instead of working on the data itself and GSnd->StopSound has been replaced
with S_StopChannel.
SVN r1227 (trunk)
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
SVN r1221 (trunk)
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
SVN r1219 (trunk)
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
See http://zdoom.org/files/examples/playerinput.zip for an example.
SVN r1215 (trunk)
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
SVN r1210 (trunk)
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
SVN r1208 (trunk)
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
SVN r1206 (trunk)
and sectors are done in s_sound.cpp and not in fmodsound.cpp. Also removed
several 'sector' parameters because they were never used inside the sound code.
SVN r1200 (trunk)
thinkers tick, not just once every game tick. This more closely follows
the original Lua behavior. This change was made because, in cases of
extremely large and frequent memory allocations, the collector may not run
fast enough if it only has a chance to execute once per tick.
SVN r1197 (trunk)
- Fixed: The smoothlighting code in side_t::GetLightLevel relied on
the global 'linedef' variable for automatic fake contrast although
this issue had already been fixed for the original code here.
- Replaced static string buffers with FString in FONTDEFS parser.
SVN r1194 (trunk)
supported games in any game being played.
- Changed Chex Quest DoomEdNum initilization so that all empty slots
are filled with Doom actors if they exist.
- Added missing spawn filters to Chex Quest items.
SVN r1191 (trunk)
disabled for them
- Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used
in the gameinfo.
- Fixed: Default blood color is no longer red so P_DrawSplash2 must
get it from the gameinfo instead.
- Added new French language texts by DoomKn1ght_.
SVN r1186 (trunk)
can default to green instead of red.
- Fixed: The version of CheckNumForFullName that checks for a specific
WAD did not work.
- Moved MAPINFO names into gameinfo structure.
- Added Chex Quest support. Credits go to fraggle for creating a
Dehacked patch that does most of the work. The rest includes a new
MAPINFO and removal of the drop items from the monsters being used.
SVN r1185 (trunk)
- Added functions to FActorInfo that can set the damage factors and
pain chances to reduce the chance of new errors when working with
these features.
- Fixed: The handling of the deprecated FIRERESIST flag didn't work.
There were 3 problems:
* Actor defaults have no class information so HandleDeprecatedFlags
needs to be passed a pointer to the ActorInfo.
* The DamageFactors list is only created when needed so the code needs to
check if it already exists.
* damage factors are stored as fixed_t but this set a float.
- Added a traditional Strife color set for the automap.
SVN r1183 (trunk)
voices. Because this wasn't done, note_on() could try to access
the sample for a voice that had never been played yet and access
random memory. There may be other places where it's a problem, but
this is where I noticed it, by chance.
SVN r1182 (trunk)
- Fixed: (SBARINFO patch) DrawInventoryBar has a missing argument in
one of its drawgraphic calls.
- Added Gez's patch for Heretic's GIMME cheat.
- Externalized some cheat strings.
SVN r1178 (trunk)
- Fixed: The recent changes in the DECORATE parser require the special parameter
to A_CallSpecial to be an expression, not a constant.
- Removed game filters from old style decorations. No WAD in existence ever
used them and removing them allows to make the parser more robust.
SVN r1170 (trunk)
to reference its arguments directly, except 'self'. This may be helpful if it
becomes necessary to restructure this code once DoomScript becomes real.
- Removed the last remaining global variable related to action functions:
pStateCall. Everything is passed properly as function arguments now.
- fixed: PlayerChunk was missing the NOSKIN flag.
SVN r1169 (trunk)
the texture manager even if it is from Raven's IWADs.
- Removed code related to internal ActorInfo definitions from dobjtype.cpp.
- removed unneeded file dehackedactions.h
SVN r1162 (trunk)
After finding out that gas does have directives to describe the .eh_frame
metadata, I figured that would be significantly easier and quicker than
trying to locate all the scattered docs I would need to read to figure out
how to construct it by hand. Unfortunately, this now means I have to
maintain two versions of exactly the same code. :( (But unless I add 32-bit
color rendering in the future, the chances that I will have to touch it
again are quite slim.)
SVN r1159 (trunk)
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
SVN r1146 (trunk)
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
SVN r1144 (trunk)
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
SVN r1137 (trunk)
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
SVN r1135 (trunk)
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
SVN r1132 (trunk)
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
SVN r1130 (trunk)
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
SVN r1129 (trunk)
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
SVN r1126 (trunk)
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
SVN r1125 (trunk)
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
SVN r1123 (trunk)
SBARINfO update:
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
SVN r1122 (trunk)
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
SVN r1120 (trunk)
GCC defaults to extended precision instead, unlike Visual C++.
- Removed the useless src/Linux directory from the repository. This was a
holdover from the long-gone 1.22 build system.
SVN r1118 (trunk)
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
SVN r1117 (trunk)
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
SVN r1116 (trunk)
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
SVN r1112 (trunk)
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
SVN r1107 (trunk)
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
SVN r1105 (trunk)
Karate Chris.
- Added several type checks to the weapon slot code.
- Changed: Players no longer respawn in instant death sectors with
the 'Respawn where died' flag on.
SVN r1101 (trunk)
CMake 2.4, since the distros don't seem to consider 2.6 stable yet.
As a bonus, GTK+ is no longer a required dependency; now it's optional.
- Made dehsupp ignore CR characters, so it doesn't spew warnings on Linux.
SVN r1092 (trunk)
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
formatting can be entirely independant of the CRT.
SVN r1082 (trunk)
- Converted all of Heretic's actors except the weapons to DECORATE.
- Added the option to define the ActorInfos for native classes in DECORATE.
SVN r1078 (trunk)
- added an abstract base class for special map spots that are maintained in
lists and rewrote the boss brain, the mace and DSparil to use it.
- fixed: RandomSpawners didn't destroy themselves after finishing their work.
SVN r1076 (trunk)
- fixed: Alpha for composite textures was not applied.
- fixed: The CentaurMash didn't inherit from the Centaur.
- added some NULL pointer checks to the sound code.
SVN r1075 (trunk)
treated it as a mace and wrote into some undefined memory.
- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
- Added a speed parameter to A_SkullAttack.
- Fixed: Black as first or only blood color didn't work.
- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
- Fixed: Spawning a player could play the *gasp sound.
- Fixed: SBARINFO's health display didn't scale to the proper maximum.
- Added Skulltag's Teleport_NoStop action special.
SVN r1074 (trunk)
and vice versa.
- Fixed: In deathmatch specral missiles spawned by players should hurt other
players.
- Fixed: SpectralLightningBigBall didn't set the proper owner for the lightning
projectiles it spawned.
- Changed the EntityBoss's attack function to call the equivalent spectre
functions instead of duplicating their code.
- Gave many of Strife's code pointers that only had a number as name more
meaningful names.
- Fixed: All spectral attacks must set 'health' first before P_CheckMissileSpawn
is called.
SVN r1071 (trunk)
center because some maps apparently abuse the behavior to make the sound
play somewhere where it can't be heard by the player to fake silent movement.
- Fixed: The S_Sound variant taking an actor must check if the actor is not
NULL.
- Fixed: ACS's ActivatorSound must check if the activator is valid.
- Changed stats drawing so that multi-line strings can be used.
SVN r1070 (trunk)
in a level.
- Fixed: Serialized player data must always be loaded, even if it's simply to
be discarded, so that anything serialized after the players will load from
the correct position in the file when revisiting a hub map.
SVN r1069 (trunk)
owned. Having owned inventory items interact with the world is not supposed
to happen.
- Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'.
- Fixed: When a weapon is destroyed, its sister weapon must also be destroyed.
SVN r1068 (trunk)
- Added a check for PUFFGETSOWNER to A_BFGSpray.
- Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation
to players only.
- Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits
instead of FMapThing::ClassFilter.
- Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn.
It must do this itself after setting the proper owner.
- Fixed: CCMD(give) increased the total item count.
- Fixed: A_Stop didn't set the player specific variables to 0.
SVN r1066 (trunk)
during it.
- UI sounds are now omitted from savegames.
- Fixed: Menu sounds had been restricted to one at a time again.
- Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that
it will occur after the players are loaded.
- Added fixes from FreeBSD for 0-length and very large string buffers
passed to myvsnprintf.
SVN r1063 (trunk)
sounds are handled.
- Why do polyobjects have a 3D start spot? Flattened it to 2D.
- Moved the sector sound origin calculation out of fmodsound.cpp and into
s_sound.cpp so that the near sound limiting will use the correct sound
location for deciding on neighbors.
SVN r1061 (trunk)
arbitrary point. It has been replaced with a variant that takes a polyobject
as a source, since that was the only use that couldn't be rewritten with the
other variants. This also fixes the bug that polyobject sounds were not
successfully saved and caused a crash when reloading the game. Note that
this is a significant change to how equality of sound sources is determined,
so some things may not behave quite the same as before. (Which would be a
bug, but hopefully everything still sounds the same.)
SVN r1059 (trunk)
run into the adjacent columns.
- Added a NullSoundRenderer so that most of the checks against a NULL GSnd
can be removed.
- Fixed: Looping sounds must always successfully allocate a channel, even if
it's only a pre-evicted channel.
SVN r1058 (trunk)
reset this counter but that can't be done due to unwanted side effects with
existing weapons.
- Changed the 'scale' variable in CVAR(turbo) to double because the calculations
depended on the current floating point precision setting and only worked properly
when set to 'precise' in VC++.
SVN r1057 (trunk)
code to process their messages. This was necessary to handle the %zu format
option used in some memory allocation failure messages.
- Fixed: The flat texture scaling action specials were completely broken.
SVN r1056 (trunk)
the rest of the game is concerned, these sounds will never stop once they
have been started until they are explicitly stopped. If they are evicted
from their channels, the sound code will restart them as soon as possible.
This means that instead of this:
if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
{
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
}
The following is now just as effective:
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
There are also a couple of other ramifications presented by this change:
* The full state of the sound system (sans music) is now stored in save
games. Any sounds that were playing when you saved will still be
playing when you load. (Try saving while Korax is making a speech in
Hexen to hear it.)
* Using snd_reset will also preserve any playing sounds.
* Movie playback is disabled, probably forever. I did not want to
update the MovieDisable/ResumeSound stuff for the new eviction
tracking code. A properly updated movie player will use the VMR,
which doesn't need these functions, since it would pipe the sound
straight through the sound system like everything else, so I decided
to dump them now, which leaves the movie player in a totally unworkable
state.
June 26, 2008
- Changed S_Sound() to take the same floating point attenuation that the
internal S_StartSound() uses. Now ambient sounds can use the public
S_Sound() interface.
- Fixed: S_RelinkSound() compared the points of the channels against the
from actor's point, rather than checking the channels' mover.
- Changed Strife's animated doors so that their sounds originate from the
interior of the sector making them and not from the entire vertical height
of the map.
SVN r1055 (trunk)
- Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter
settings.
- Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item.
- fixed: Heretic's mace did not have its spawn ID set.
SVN r1052 (trunk)