Commit Graph

100 Commits

Author SHA1 Message Date
Christoph Oelckers a59de25107 - Next round of things from Gez's experimental build:
* MBF's dog (definition only, no sprites yet.)
  * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
  * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.


SVN r1823 (trunk)
2009-09-14 21:41:44 +00:00
Randy Heit 66920536d9 - Look for files in Mac-like places on Macs.
- Fixed: The non-Windows CreatePath can fail if part of the path already
  exists, because mkdir will return an error code for trying to recreate
  an existing directory.



SVN r1814 (trunk)
2009-09-09 17:12:47 +00:00
Christoph Oelckers ba28749df7 - fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
  resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
  only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, 
  not itself contrarily to other projectile spawning functions. 
  A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the 
  BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
  (using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
  were marked by index in the sector's line list but needed to be marked by
  line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for 
  save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
  because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
  info from an incorrect variable. To make this more robust the sequence index
  is now stored as a hexadecimal string to avoid storing binary data in a string.
  Also moved end sequence lookup from f_finale.cpp to the calling code so that
  the proper end sequences can be retrieved for secret exits, too.

SVN r1777 (trunk)
2009-08-30 10:43:51 +00:00
Randy Heit 732a44b338 - Fixed: M_QuitResponse() tried to play a sound even when none was specified
in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
  entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
  left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
  deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
  to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
  messageNeedsInput global, because it was redundant. Any messages that want
  a Y/N response also supply a callback, and messages that don't care which
  key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
  backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
  regardless of whether or not an equivalent key is already down.


SVN r1753 (trunk)
2009-08-07 03:30:51 +00:00
Christoph Oelckers 356e4a0fcc - Added A_Mushroom compatibility option for Dehacked.
- Added Gez's submission for interhubamount DECORATE property.


SVN r1747 (trunk)
2009-08-02 15:54:34 +00:00
Randy Heit 4134bc3c64 - Added extra states to dehsupp for the MBF additions.
SVN r1734 (trunk)
2009-07-23 06:25:47 +00:00
Randy Heit bc3448e958 - Removed specific Button_Speed handling from the controllers' AddAxes()
methods. Analog axes now respond Button_Speed and cl_run in exactly the
  same way as digital buttons do.
- Changed rounding slightly for analog axis -> integer in G_BuildTiccmd().
- Fixed: FXInputController::ProcessThumbstick() was slightly off when it
  converted to the range [-1.0,+1.0].


SVN r1733 (trunk)
2009-07-23 05:37:03 +00:00
Randy Heit 417779440d - Added joystick config loading and saving support; moved generic joystick
interfaces to m_joy.h.
- Added Raw Input PS2 adapter support.


SVN r1713 (trunk)
2009-07-11 01:40:01 +00:00
Randy Heit 37b6e547cd - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.


SVN r1694 (trunk)
2009-06-30 22:37:40 +00:00
Randy Heit 590eb5cb76 - Joystick axes can be configured in the menu again. TODO: Config saving
and loading, XInput, allow axes to be used as buttons (for the Xbox
  controller's trigger buttons), allow the joystick to move through the
  menus, and my PS2 adapter which has no Vista x64 drivers.
  * I'm sure SDL is broken again. Don't bother reporting it, because I already know.

SVN r1680 (trunk)
2009-06-26 02:45:05 +00:00
Randy Heit a5b118cf7c - The reorganized DirectInput game controller code finally compiles. (Ugh! It
took far too long to reach this point.) Manual axis configuration is
  currently disabled, since I need to rewrite that, too. The eventual point of
  this is that the code will be modular enough that I can just plop in
  routines for XInput controllers and driver-less PlayStation 2 adapters
  without much fuss, since the old joystick code was very much DirectInput-
  centric.


SVN r1672 (trunk)
2009-06-20 03:16:08 +00:00
Christoph Oelckers 6ba839a0e9 - added PERSISTENTPOWER and TRANSFERPOINTERS submissions by Gez.
SVN r1651 (trunk)
2009-06-07 20:10:05 +00:00
Randy Heit 2f7498214b - Specifying non-existent directories with -savedir or the save_dir cvar now
attempts to create them.


SVN r1607 (trunk)
2009-05-26 01:05:01 +00:00
Christoph Oelckers a732687548 - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were 
  still triggered.
  These #pragmas were responsible for >90% of the GCC warnings that were not
  listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
  parameter handling of the sound functions for attenuation was changed.
  Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. 
  Also added the option to specify attenuation with direct values in addition 
  to the predefined names.

SVN r1583 (trunk)
2009-05-15 10:39:40 +00:00
Randy Heit b9fa7626bc - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.



SVN r1581 (trunk)
2009-05-15 03:11:44 +00:00
Randy Heit 41a416f068 This commit is 90% contributed content:
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
  specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
  * Added the ability to center things with fullscreenoffsets enabled.  Due
    to some limitations the syntax is [-]<integer> [+ center].
  * Fixed: the translucent flag on drawinventorybar didn't work quite right.
  * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code.  The
    fullscreen inventory bar wasn't scaled correctly.


SVN r1571 (trunk)
2009-05-09 02:31:49 +00:00
Randy Heit ee1806e9b2 - Fixed: You couldn't easily play with the compatibility options menu during
the title screen, because the demo loop reset the server cvars after each
  attempt to play a demo, even though the demos never actually played. The
  proper long-term solution would be to make shadow copies of all cvars
  touched by demos and use those for the demo and the real things for
  everything else, but this should do for now and is a lot easier.


SVN r1463 (trunk)
2009-03-04 23:19:46 +00:00
Christoph Oelckers 42ac64d964 - Fixed: Strife's quest based line actions also work in Deathmatch.
- Fixed: Gravity application was not correct. For actors with no vertical 
  momentum the initial pull is supposed to be twice as strong as when 
  vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
  tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes. 
  There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small 
  Raven health item, 2 a large Raven health item and 3 a Strife item.



SVN r1452 (trunk)
2009-02-28 21:38:20 +00:00
Randy Heit c2b4522b8f - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
efficient.


SVN r1445 (trunk)
2009-02-24 05:58:59 +00:00
Randy Heit a71e87b9df - Fixed: player->oldbuttons was copied from the current button set at the end
of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput.


SVN r1444 (trunk)
2009-02-24 04:13:38 +00:00
Christoph Oelckers 4b723beddd - Bumped netgame, demo and min demo version for the weapon slot changes.
- changed weapon slots to be stored per player. Information is now transmitted
  across the network so that all machines know each player's current weapon
  configuration so that it can be used by cheats or HUD display routines.


SVN r1430 (trunk)
2009-02-20 22:28:48 +00:00
Randy Heit a7e40b56f6 - Fixed: Player names and chat macros that end with incomplete \c escapes now
have those escapes stripped before printing so that they do not merge with
  subsequent text.
- Moved default weapon slot assignments into the player classes.
  Weapon.SlotNumber is now used solely for mods that want to add new weapons
  without completely redoing the player's arsenal. Restored some config-based
  weapon slot customization, though slots are no longer automatically saved
  to the config and section names have changed slightly. However, unlike
  before, config slots are now the definitive word on slot assignments and
  cannot be overridden by any other files loaded.
- Fixed: Several weapons were missing a game filter from their definitions.
- Removed storage of weapon slots in the config so that weapon slots can
  be setup in the weapons themselves. Slots are still configurable, since
  they need to be for KEYCONF to work; any changes simply won't be saved
  when you quit.
- Removed limit on weapon slot sizes.


SVN r1428 (trunk)
2009-02-20 00:53:25 +00:00
Christoph Oelckers 4bcd3faef8 - moved all code related to global ACS variables to p_acs.cpp where it belongs.
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.

SVN r1393 (trunk)
2009-02-03 19:11:43 +00:00
Randy Heit a21a928011 - Added weapdrop ccmd.
SVN r1383 (trunk)
2009-01-31 03:07:02 +00:00
Randy Heit a3b11af15a - More GCC warning removal, the most egregious of which was the potential
vulnerability "format not a string literal and no format arguments".
- Changed the CMake script to search for fmod libraries by full name instead
  of assuming a symbolic link has been placed for the latest version. It can
  also find a non-installed copy of FMOD if it is placed local to the ZDoom
  source tree.



SVN r1373 (trunk)
2009-01-28 05:29:41 +00:00
Christoph Oelckers 8f686a5e02 - Added Karate Chris's new DMFlags submission.
SVN r1333 (trunk)
2008-12-28 09:49:15 +00:00
Randy Heit 45fc728f2e - Fixed: Autoloading a game (e.g. respawning after dying in single player)
during demo playback prematurely ended demo control of the player.


SVN r1321 (trunk)
2008-12-16 04:56:25 +00:00
Christoph Oelckers 153a2a4c2c - Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
  for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
  submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.


SVN r1304 (trunk)
2008-12-06 10:22:37 +00:00
Randy Heit 30ef6a0c2d - Game time is now frozen during screen wipes. This obsoletes the DEM_WIPEON
and DEM_WIPEOFF commands. Fixes multimap demos desyncing when played back
  or recorded with wipes enabled, and prevents multiplayer games from
  starting until all players' wipes have finished.


SVN r1272 (trunk)
2008-10-21 02:27:21 +00:00
Christoph Oelckers 760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00
Christoph Oelckers db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Randy Heit 5cd4604f81 - Added GetPlayerInput() for examining a player's inputs from ACS. Most
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)
2008-09-13 02:55:45 +00:00
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
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)
2008-07-23 04:57:26 +00:00
Randy Heit 87d7b3601a - Added a check to G_DoSaveGame() to prevent saving when you're not actually
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)
2008-07-06 03:52:53 +00:00
Christoph Oelckers ac32bd72bb - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should
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)
2008-06-30 23:30:06 +00:00
Christoph Oelckers 7a215e538a - Added a read barrier to player_t::PrewmorphWeapon.
- Fixed: After spawning a deathmatch player P_PlayerStartStomp must
  be called.
- Fixed: SpawnThings must check if the players were spawned before
  calling P_PlayerStartStomp.


SVN r1038 (trunk)
2008-06-15 23:09:01 +00:00
Randy Heit 7c40cf9ce0 - Increased the duration of respawn invulnerability by one second.
- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer 
  games, not just deathmatch, without the need for turning on
  alwaysapplydmflags.
- Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with
  alwaysapplydmflags turned on.
- Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items.


SVN r1035 (trunk)
2008-06-15 03:46:04 +00:00
Christoph Oelckers ab6b5e337e - Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
  railing handling and shooting lines with a non-zero but unassigned tag.)
  With UDMF such semantics have to be handled diffently. 
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.


SVN r987 (trunk)
2008-05-22 19:35:38 +00:00
Christoph Oelckers d5563fe478 - Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
  that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.


SVN r956 (trunk)
2008-05-08 08:06:26 +00:00
Christoph Oelckers e105a29e99 - Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData functions and replaced all calls to P_OpenMapData that
  only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
  but keeps all existing information in the default and just adds to it. This
  is needed because Hexen and Strife set some information in their base
  MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
  * Finale texts loaded from a text lump
  * Demos
  * Local SNDINFOs
  * Local SNDSEQs
  * Image names in FONTDEFS
  * intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
  instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
  from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in 
  the map and the actor type they spawned.


SVN r882 (trunk)
2008-04-05 12:14:33 +00:00
Randy Heit 776d89428d - Changed D3DFB to explicitly request double buffering instead of assuming
that the drivers will treat a BackBufferCount of 0 as a request for
  double buffering.
- Fixed: Unsetting a cvar did not remove it from the list of tab
  completions.
- Added "" as a synonym for "nullimage" in SBARINFO.
- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
  It stringified the passed macro name, not the value of the macro.
- Moved DCajunMaster off the DObject hierarchy.
- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
  mysteriously being left pointing to uninitialized memory during the
  final GC at exit and crashing.
- Fixed: The code that removed hexdd.wad from the list of IWADs when
  hexen.wad was not present did not work.


SVN r861 (trunk)
2008-03-28 00:38:17 +00:00
Christoph Oelckers 997533e0c8 - Fixed: DCajunMaster::End was missing a write barrier for getspawned. The
same problem in D_DoomMain.
- Made bglobal a pointer because it was causing problems with the garbage 
  collector.


SVN r859 (trunk)
2008-03-27 22:37:13 +00:00
Randy Heit 6715b84d0d - Fixed: DACSThinker::ActiveThinker was missing a read barrier.
- Loading a save game now initiates a collection.
- Added a finalization cost to the sweep stage.


SVN r801 (trunk)
2008-03-13 03:14:33 +00:00
Randy Heit f2660dc336 - Merged the GC branch back into the trunk, so now it can receive more
testing from the people who download SVN trunk builds.

SVN r795 (trunk)
2008-03-12 02:56:11 +00:00
Randy Heit 133350fb9c - Fixed AInventory::PickupFlash setting with GCC.
- Fixed: The MusicVolumes list was allocated with M_Malloc but freed with
  delete.
- Fixed: demobuffer was inconsistantly handled with new[]/delete[] and
  malloc/free.
- Added used memory tracking to M_Malloc() and M_Realloc(). This
  necessitated the addition of an M_Free() call to track frees.
- Removed M_Calloc since it was only used in one place, and can just as well
  be done with an M_Malloc/memset pair.
- Bumped DEMOGAMEVERSION for the new net controller codes.


SVN r751 (trunk)
2008-02-17 02:40:03 +00:00
Christoph Oelckers e99b239ae6 - Added customizable pickup flash.
- Added option to show shorter messages for save game and screenshot confirmation.
  Also added this to the 'Messages' menu.


SVN r749 (trunk)
2008-02-16 10:23:12 +00:00
Randy Heit 6af5665575 - Fixed: Morphed pig and chicken players made normal human *usefail sounds.
- G_DoSaveGame() now receives the filename and description from its arguments
  rather than global variables, so autosaves and manual saves can be done
  in close proximity to each other without overwriting the parameters for
  one of them.
- Fixed potential buffer overrun in G_SaveGame() and added a check so that
  you can't interfere with saves that are still pending.
- Fixed: P_LineAttack() creates temporary puffs to get damage types, but this
  had the side effect of creating particles for the puff.
- Fixed: The Heretic status bar tried to use the graphic "SELECTBOX" for the
  inventory selector. The correct name is "SELECTBO".
- Fixed: Using allowrespawn for a single-player map would fire off enter
  scripts instead of respawn script because the player wasn't assigned the
  state PST_REBORN.
- Fixed: P_CheckMissileSpawn() now passes the BlockingMobj to
  P_ExplodeMissile() so that it can select the appropriate death state.
- Added the manifest to MinGW-compiled builds of updaterevision so you can
  build under Vista with MinGW without needing administrative privileges.
  (But I still want to know why Vista thinks it needs elevated privileges
  without a manifest telling it otherwise.)
- Using four 0xFF bytes for the final note of an IMF song should signal the
  end of the song.


SVN r733 (trunk)
2008-02-05 23:32:49 +00:00
Christoph Oelckers 2e613c3557 - Moved renderer dependent part of savegame pic creation into DFrameBuffer
as a virtual function so that it can be overridden.


SVN r700 (trunk)
2008-01-12 12:49:05 +00:00
Randy Heit 9902d73a24 - Added support for 24-bit screenshots, so now accelerated 2D screenshots
can work.
- Tweaked the box splitting algorithm for packed textures to hopefully
  produce less wasted space.


SVN r696 (trunk)
2008-01-12 06:27:13 +00:00
Randy Heit a9dc8ddce3 - Fixed: Weapon positions were only adjusted in 1280x1024 if the status
bar was hidden.
- Fixed: If you died in co-op and somebody else ended the map before you
  respawned, you would start the next map with only default inventory, no
  matter what dmflags was set to.


SVN r691 (trunk)
2008-01-11 01:43:37 +00:00