Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
Converting a floating point value that is out of range for a signed integer will result in 0x80000000 with SSE math, which is used exclusively for this purpose on modern Visual C++ compilers, so this cannot be used anywhere.
On ARM there's problems with float to unsigned int conversions.
xs_Float does not depend on these
because it exposed a design flaw in the thinker system:
Having every single actor default to the highest available statnum means that
nothing can be placed in a slot where it is guaranteed to be run after all actors
have ticked. But this is required for any thinker that moves an actor
(i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed
because they were added at the end of the list so almost nothing they moved was
behind them in a thinker list. However, when an actor was spawned on a moving
floor it did not move smoothly. The default statnum is now 100 so that there's
sufficient slots above where such thinkers can be placed.
SVN r2060 (trunk)
it happened outside the moved actor's Tick function. This got particularly
obvious with moving skybox viewpoints (See Daedalus's MAP21 intro for a good
example.)
SVN r2059 (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)
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)