This was incorrectly spawning splashes when shooting inside a deep water sector, but in most cases the splash just was not visible. It could become visible if its position got clipped by a nearby one-sided wall.
This required some changes to the Trace function because it turned out that the original was incapable of collecting the required information:
* actors are now also linked into blockmap blocks on both sides if they occupy the boundary of a sector portal.
* Trace will no longer set up parallel traces in all parts connected with sector portal, but only use one trace and relocate that on the actual boundary.
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.
Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
- be a bit smarter about what to copy from a subtrace. There's 3 distinct pieces of information here: The hit itself, the CrossedWater setting for Boom-transfers and the CrossedWater setting for 3D floors.
Note: Ideally this should return all water hits it can detect, not just the first one.
This was to resolve some circular dependencies with the portal code.
The most notable changees:
* FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
* split off the parts from p_maputl into a separate header.
* consolidated all blockmap related data into p_blockmap.h
* split off the polyobject parts into po_man.h
The previous version didn't detect some real mistakes in code which used operator& with the wrong flagset (for now 'converted' to the correcly equivalent counterpart, waiting for the proper fix).
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
to track down all potentially incorrect uses and remaining WORDs used
for texture IDs so that more than 32767 or 65535 textures can be defined.
SVN r1036 (trunk)
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
SVN r954 (trunk)