Randy Heit
1f09341d2b
Let min/max pre-solve for 2+ constants, even if there are non-constants
2016-02-23 16:37:52 -06:00
Randy Heit
1ffb7ad109
Add min and max to DECORATE
2016-02-23 16:26:00 -06:00
Randy Heit
a8e985f4f6
Don't use fast math for gdtoa
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- gdtoa is for converting floating point numbers to and from string
representations. I'd consider accuracy more important than speed here.
2016-02-22 18:14:24 -06:00
DaMan
78552cc676
Disable UAC virtualization
2016-02-22 17:56:18 -06:00
MajorCooke
c3ffeb1e9d
A_RadiusGive Missile check fix
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- Don't use isMissile(). Check directly for the flag at the moment of calling and not the default. Otherwise, things changing themselves will still be ineligible for non-missile checks.
2016-02-22 11:30:44 -06:00
Christoph Oelckers
49bfe717ce
Merge remote-tracking branch 'remotes/origin/portal'
2016-02-22 15:54:07 +01:00
Christoph Oelckers
62f6a5e4bf
- fixed: GetFloorCeilingZ used the actor's actual position, not the tmf.x, tmf.y for which information is supposed to be retrieved.
2016-02-22 15:51:19 +01:00
Christoph Oelckers
4b0af5967e
- use proper constructor for FMultiBlockLinesIterator in P_CheckPosition.
2016-02-22 15:51:18 +01:00
Christoph Oelckers
ed2b107bc9
- fixed: P_LineOpening_XFloors set some floor-related info in the ceiling case so that it never reached the point where it is needed.
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- fixed: FMultiBlockLinesIterator/FMultiBlockThingsIterator need to treat radius=-1 as 'use default from actor.'
2016-02-22 15:51:18 +01:00
alexey.lysiuk
89ca14a587
Fixed memory leak caused by return statement parsing
2016-02-22 14:24:34 +02:00
Christoph Oelckers
31cf712db3
- replaced R_PointToAngle2 in blood splatter functions.
2016-02-22 12:33:13 +01:00
Christoph Oelckers
730145d1fc
- more transition to FMultiBlock* iterators:
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* removed all code for dealing with z-displacing portals in the iterator loops. This would cause too many problems so I decided to scrap any provisions for allowing interactive portals with z-displacement. They will remain restricted to pure teleporter portals.
* changed spechit to carry a position along with the special line. If something is activated through an interactive portal this is needed to calculate movement.
* pass the abovementioned position to CheckForPushSpecial.
* collect touched portal lines in a second array analogous to spechit.
* use FMultiBlockThingsIterator in P_TestMobjZ.
2016-02-22 12:05:38 +01:00
Christoph Oelckers
ca2fc47fa3
- refactoring of PIT_CheckThing.
2016-02-22 12:05:37 +01:00
Christoph Oelckers
98c7fabb89
- untested partial refactoring of P_CheckPosition.
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(This is just a safety commit before doing some more extensive behind-the-scenes refactoring.)
Notable changes here:
* use the same logic for determining whether a 3D floor is 'below' or 'above' the actor as all the other functions.
* removed the broken code which tried to detect whether an actor was touching a steep slope. Better use P_LineOpening to find the correct planes and store the results.
* improved detection whether the slopes on both sides of a plane are identical, using the same data as for steep slope detection.
2016-02-22 12:05:37 +01:00
Christoph Oelckers
abcc6049b9
- made the z coordinate part of the CheckResults for the MultiBlock iterators and use these for all height checks in the iterator loops. This will later make it easier to support arbitrary portals with height displacements.
2016-02-22 12:05:36 +01:00
Randy Heit
70c663b253
Revert "Add PARAM_STATE_NOT_NULL for the A_Jump* functions"
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- This reverts commit cab39973df
.
I was wrong. DoJump never allowed jumping to NULL states.
2016-02-21 19:21:39 -06:00
Randy Heit
19af8a3a82
Change error message for missing return
2016-02-20 23:14:14 -06:00
Randy Heit
e7b9e7e955
Rename A_Int/A_Bool/A_State to int/bool/state
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- This is an effort to emphasize that these are just type casts. Now they
look like function-style casts with no action function styling.
They do no magic joojoo at all. The only reason they exist is because
the DECORATE parser can only parse return statements that call a
function, so these satisfy that requirement. i.e. *return int(666);* is
identical to *return 666;* (if the parser could handle the latter).
2016-02-20 22:05:17 -06:00
Randy Heit
cab39973df
Add PARAM_STATE_NOT_NULL for the A_Jump* functions
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- Now that state jumps are handled by returning a state, we still need a
way for them to jump to a NULL state. If the parameter processed by this
macro turns out to be NULL, Actor's 'Null' state will be substituted
instead, since that's something that can be jumped to.
2016-02-20 21:52:29 -06:00
Randy Heit
5e298173f7
Redo ACTION_RETURN macros so they can be treated like return statements
2016-02-20 21:34:58 -06:00
Randy Heit
81314a6cd6
Revert "- fixed a few occurences where ACTION_RETURN_* eliminated the side effect of its argument when no return value was requested."
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This reverts commit 7ede77c1d2
.
2016-02-20 21:27:42 -06:00
Christoph Oelckers
26967bd0ee
- migrated P_PlayerStartStomp to FMultiThingIterator.
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Note: This replaces AActor::intersects with a direct calculation. Although that function could be adjusted it'd mean some redundant distance calculations which are easily avoided.
2016-02-21 00:21:42 +01:00
Christoph Oelckers
f8a8d8eed2
- fixed use of wrong position variable in P_TeleportMove's thing iterator.
2016-02-21 00:21:42 +01:00
Christoph Oelckers
58fcd8d742
- implemented the FMultiBlockThingsIterator and converted P_TeleportMove to use it.
2016-02-21 00:21:41 +01:00
m-x-d
d2630dee8c
Fixed: warp and warp2 texture effects now work for NPo2 textures.
2016-02-20 21:45:09 +01:00
MaxED
1ba526d4de
Added #region / #endregion handling (should affect all text lumps, let me know if there are text lumps unaffected by this).
2016-02-20 21:45:08 +01:00
nukeykt
4b0aac9816
Backport OPL2 KSL table fix from MAME v0.150.
2016-02-20 20:08:02 +01:00
John Palomo Jr
92697659be
Expose SafeCommand confirmation string to language.
2016-02-20 20:04:30 +01:00
John Palomo Jr
c557c463e4
Converted all of the strings in menudef into language strings.
2016-02-20 20:04:29 +01:00
alexey.lysiuk
7b49d9d92c
Fixed crash when accessing undefined user variable
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Presence of DECORATE user variable was not checked before attempting to read or write its value from ACS
2016-02-20 20:02:32 +01:00
Christoph Oelckers
b8f8daf1c1
- fixed:In P_ChangeSector, floorOrCeil==2 means that only 3D midtextures moved. This means that
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* no 3D floor movement can take place
* no portal changes can occur.
2016-02-20 15:52:19 +01:00
Edoardo Prezioso
166687d971
- Added optional 'z' parameter to the 'warp' CCMD.
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Now it's possible to warp above 3dfloors.
2016-02-20 13:32:27 +01:00
Christoph Oelckers
7ede77c1d2
- fixed a few occurences where ACTION_RETURN_* eliminated the side effect of its argument when no return value was requested.
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This macro should not be used on function calls that actually perform an action aside from calculating the return value!
2016-02-20 13:13:53 +01:00
Edoardo Prezioso
85fbcf0428
- Improve CMake messages for zlib/jpeg/bzip2/gme.
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* Report the include location if they're external libraries;
* Remove unneeded include location messages from zipdir.
2016-02-20 11:38:30 +01:00
Edoardo Prezioso
d1502b1086
- Simplify expressions inside some else/endif.
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We aren't bound to old cmake anymore.
2016-02-20 11:38:30 +01:00
Edoardo Prezioso
3dcc6d0330
[fmod] Improve the checks for fmod 4.44.
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- The FMOD 4.44 linux package contains both 32 and 64-bit versions, with the folder name without the '64' suffix for 64-bit.
- Add minor version '61' so that the latest FMOD package (at the time of this commit) can be detected and compiled successfully.
2016-02-20 11:38:29 +01:00
Edoardo Prezioso
ef76ab87e7
[gdtoa] The C compiler is used, not C++.
2016-02-20 11:38:29 +01:00
Edoardo Prezioso
cb9fa6af6c
[gme] Enable all the USE_GME_* by default.
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Change these options to be just internal variables, not changeable from outside by the user.
2016-02-20 11:38:29 +01:00
Edoardo Prezioso
0ea39f2dfd
[dumb] Check the C compiler, not C++.
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Simplify the 'endif' expression, too.
2016-02-20 11:38:29 +01:00
Edoardo Prezioso
a7df6ad42d
- Simplify CMake 'else() if(..)' to 'elseif(..)'.
2016-02-20 11:38:29 +01:00
galtgendo
71f66aa912
look for gme header in the proper location
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[EP] Cherry-picked from gzdoom fork.
2016-02-20 11:38:29 +01:00
Randy Heit
c3432a1ddb
Fix CustomInventory never succeeding
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- A != should have been ==.
2016-02-19 22:09:35 -06:00
Christoph Oelckers
cfbb3bcbb2
- completed work on P_FindFloorCeiling and all functions it calls.
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Note: The debug output is left in so that in cases of an error it can still be used.
2016-02-20 02:22:10 +01:00
Christoph Oelckers
d876a95152
- set floor and ceiling sector when it comes from a 3D floor.
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There's code in p_mobj.cpp which needs this to pick the correct plane.
2016-02-20 02:22:09 +01:00
Christoph Oelckers
6132f6971a
- added support for FFCF_NOPORTALS and FFCF_3DRESTRICT to FindNextLowestFloorAt and FindNextHighestCeilingAt
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- use these functions in P_GetFloorCeiling instead of duplicating all this code.
- removed some debug CCMDs.
2016-02-20 02:22:09 +01:00
Christoph Oelckers
dc37f78566
- fixed: Old portal data must be deleted before loading a new level.
2016-02-20 02:22:09 +01:00
Christoph Oelckers
cb0e7c6ca5
- fixed some issues with P_FindFloorCeiling rework.
2016-02-20 02:22:08 +01:00
Randy Heit
4770dc2dfb
Fix improper detection of if statements returning
2016-02-19 16:38:30 -06:00
Randy Heit
80d49d6bb9
Fix crash when parsing an empty action list for DECORATE
2016-02-19 16:31:53 -06:00
Christoph Oelckers
28799c4b51
- some logic fixes in FMultiBlockLinesIterator.
2016-02-19 16:13:36 +01:00