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https://github.com/ZDoom/qzdoom-gpl.git
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Merge remote-tracking branch 'origin/master'
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commit
0f8a0020ed
14 changed files with 57 additions and 43 deletions
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@ -340,6 +340,7 @@ enum
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MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
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MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
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MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
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MF7_WEAPONSPAWN = 0x00000010, // subject to DF_NO_COOP_WEAPON_SPAWN dmflag
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// --- mobj.renderflags ---
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@ -422,7 +422,7 @@ CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS);
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CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP);
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CVAR (Flag, sv_allowjump, dmflags, DF_YES_JUMP);
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CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK);
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CVAR (Flag, sv_respawnsuper, dmflags, DF_RESPAWN_SUPER);
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CVAR (Flag, sv_allowfreelook, dmflags, DF_YES_FREELOOK);
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CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV);
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CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN);
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CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
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@ -439,6 +439,7 @@ CVAR (Flag, sv_coophalveammo, dmflags, DF_COOP_HALVE_AMMO);
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CVAR (Mask, sv_crouch, dmflags, DF_NO_CROUCH|DF_YES_CROUCH);
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CVAR (Mask, sv_jump, dmflags, DF_NO_JUMP|DF_YES_JUMP);
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CVAR (Mask, sv_fallingdamage, dmflags, DF_FORCE_FALLINGHX|DF_FORCE_FALLINGZD);
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CVAR (Mask, sv_freelook, dmflags, DF_NO_FREELOOK|DF_YES_FREELOOK);
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//==========================================================================
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//
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@ -510,6 +511,8 @@ CVAR (Flag, sv_noautoaim, dmflags2, DF2_NOAUTOAIM);
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CVAR (Flag, sv_dontcheckammo, dmflags2, DF2_DONTCHECKAMMO);
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CVAR (Flag, sv_killbossmonst, dmflags2, DF2_KILLBOSSMONST);
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CVAR (Flag, sv_nocountendmonst, dmflags2, DF2_NOCOUNTENDMONST);
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CVAR (Flag, sv_respawnsuper, dmflags2, DF2_RESPAWN_SUPER);
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//==========================================================================
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//
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// CVAR compatflags
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@ -254,7 +254,7 @@ enum
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DF_NO_JUMP = 1 << 16, // Don't allow jumping
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DF_YES_JUMP = 2 << 16,
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DF_NO_FREELOOK = 1 << 18, // Don't allow freelook
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DF_RESPAWN_SUPER = 1 << 19, // Respawn invulnerability and invisibility
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DF_YES_FREELOOK = 2 << 18,
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DF_NO_FOV = 1 << 20, // Only let the arbitrator set FOV (for all players)
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DF_NO_COOP_WEAPON_SPAWN = 1 << 21, // Don't spawn multiplayer weapons in coop games
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DF_NO_CROUCH = 1 << 22, // Don't allow crouching
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@ -298,6 +298,7 @@ enum
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DF2_DONTCHECKAMMO = 1 << 24, // Don't Check ammo when switching weapons.
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DF2_KILLBOSSMONST = 1 << 25, // Kills all monsters spawned by a boss cube when the boss dies
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DF2_NOCOUNTENDMONST = 1 << 26, // Do not count monsters in 'end level when dying' sectors towards kill count
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DF2_RESPAWN_SUPER = 1 << 27, // Respawn invulnerability and invisibility
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};
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// [RH] Compatibility flags.
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@ -154,7 +154,7 @@ static const char * const ActorNames_init[]=
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"RocketAmmo",
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"RocketBox",
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"Cell",
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"CellBox",
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"CellPack",
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"Shell",
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"ShellBox",
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"Backpack",
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@ -1835,6 +1835,13 @@ void G_DoLoadGame ()
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BYTE *vars_p = (BYTE *)text;
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C_ReadCVars (&vars_p);
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delete[] text;
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if (SaveVersion <= 4509)
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{
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// account for the flag shuffling for making freelook a 3-state option
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INTBOOL flag = dmflags & DF_YES_FREELOOK;
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dmflags = dmflags & ~DF_YES_FREELOOK;
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if (flag) dmflags2 = dmflags2 | DF2_RESPAWN_SUPER;
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}
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}
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// dearchive all the modifications
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@ -1320,11 +1320,11 @@ bool FLevelLocals::IsCrouchingAllowed() const
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bool FLevelLocals::IsFreelookAllowed() const
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{
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if (level.flags & LEVEL_FREELOOK_NO)
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if (dmflags & DF_NO_FREELOOK)
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return false;
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if (level.flags & LEVEL_FREELOOK_YES)
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if (dmflags & DF_YES_FREELOOK)
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return true;
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return !(dmflags & DF_NO_FREELOOK);
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return !(level.flags & LEVEL_FREELOOK_NO);
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}
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//==========================================================================
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@ -497,7 +497,7 @@ bool AInventory::SpecialDropAction (AActor *dropper)
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bool AInventory::ShouldRespawn ()
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{
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if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags & DF_RESPAWN_SUPER)) return false;
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if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags2 & DF2_RESPAWN_SUPER)) return false;
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if (ItemFlags & IF_NEVERRESPAWN) return false;
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return !!(dmflags & DF_ITEMS_RESPAWN);
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}
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@ -4724,7 +4724,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// [RH] don't spawn extra weapons in coop if so desired
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if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN))
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{
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if (i->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
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if (GetDefaultByType(i)->flags7 & MF7_WEAPONSPAWN)
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{
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if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
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return NULL;
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@ -252,7 +252,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType)
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if (buttonSuccess)
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{
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if (activationType == SPAC_Use || activationType == SPAC_Impact)
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if (activationType == SPAC_Use || activationType == SPAC_Impact || activationType == SPAC_Push)
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{
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P_ChangeSwitchTexture (line->sidedef[0], repeat, special);
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}
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@ -189,41 +189,38 @@ static const char *TerrainKeywords[] =
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NULL
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};
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// Alternate offsetof macro to shut GCC up
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#define theoffsetof(type,field) ((size_t)&((type*)1)->field - 1)
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static FGenericParse SplashParser[] =
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{
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{ GEN_End, {0} },
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{ GEN_Sound, {theoffsetof(FSplashDef, SmallSplashSound)} },
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{ GEN_Fixed, {theoffsetof(FSplashDef, SmallSplashClip)} },
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{ GEN_Sound, {theoffsetof(FSplashDef, NormalSplashSound)} },
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{ GEN_Class, {theoffsetof(FSplashDef, SmallSplash)} },
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{ GEN_Class, {theoffsetof(FSplashDef, SplashBase)} },
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{ GEN_Class, {theoffsetof(FSplashDef, SplashChunk)} },
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{ GEN_Byte, {theoffsetof(FSplashDef, ChunkXVelShift)} },
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{ GEN_Byte, {theoffsetof(FSplashDef, ChunkYVelShift)} },
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{ GEN_Byte, {theoffsetof(FSplashDef, ChunkZVelShift)} },
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{ GEN_Fixed, {theoffsetof(FSplashDef, ChunkBaseZVel)} },
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{ GEN_Bool, {theoffsetof(FSplashDef, NoAlert)} }
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{ GEN_Sound, {myoffsetof(FSplashDef, SmallSplashSound)} },
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{ GEN_Fixed, {myoffsetof(FSplashDef, SmallSplashClip)} },
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{ GEN_Sound, {myoffsetof(FSplashDef, NormalSplashSound)} },
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{ GEN_Class, {myoffsetof(FSplashDef, SmallSplash)} },
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{ GEN_Class, {myoffsetof(FSplashDef, SplashBase)} },
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{ GEN_Class, {myoffsetof(FSplashDef, SplashChunk)} },
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{ GEN_Byte, {myoffsetof(FSplashDef, ChunkXVelShift)} },
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{ GEN_Byte, {myoffsetof(FSplashDef, ChunkYVelShift)} },
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{ GEN_Byte, {myoffsetof(FSplashDef, ChunkZVelShift)} },
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{ GEN_Fixed, {myoffsetof(FSplashDef, ChunkBaseZVel)} },
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{ GEN_Bool, {myoffsetof(FSplashDef, NoAlert)} }
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};
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static FGenericParse TerrainParser[] =
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{
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{ GEN_End, {0} },
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{ GEN_Splash, {theoffsetof(FTerrainDef, Splash)} },
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{ GEN_Int, {theoffsetof(FTerrainDef, DamageAmount)} },
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{ GEN_Splash, {myoffsetof(FTerrainDef, Splash)} },
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{ GEN_Int, {myoffsetof(FTerrainDef, DamageAmount)} },
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{ GEN_Custom, {(size_t)ParseDamage} },
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{ GEN_Int, {theoffsetof(FTerrainDef, DamageTimeMask)} },
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{ GEN_Fixed, {theoffsetof(FTerrainDef, FootClip)} },
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{ GEN_Float, {theoffsetof(FTerrainDef, StepVolume)} },
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{ GEN_Time, {theoffsetof(FTerrainDef, WalkStepTics)} },
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{ GEN_Time, {theoffsetof(FTerrainDef, RunStepTics)} },
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{ GEN_Sound, {theoffsetof(FTerrainDef, LeftStepSound)} },
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{ GEN_Sound, {theoffsetof(FTerrainDef, RightStepSound)} },
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{ GEN_Bool, {theoffsetof(FTerrainDef, IsLiquid)} },
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{ GEN_Int, {myoffsetof(FTerrainDef, DamageTimeMask)} },
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{ GEN_Fixed, {myoffsetof(FTerrainDef, FootClip)} },
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{ GEN_Float, {myoffsetof(FTerrainDef, StepVolume)} },
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{ GEN_Time, {myoffsetof(FTerrainDef, WalkStepTics)} },
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{ GEN_Time, {myoffsetof(FTerrainDef, RunStepTics)} },
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{ GEN_Sound, {myoffsetof(FTerrainDef, LeftStepSound)} },
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{ GEN_Sound, {myoffsetof(FTerrainDef, RightStepSound)} },
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{ GEN_Bool, {myoffsetof(FTerrainDef, IsLiquid)} },
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{ GEN_Custom, {(size_t)ParseFriction} },
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{ GEN_Bool, {theoffsetof(FTerrainDef, AllowProtection)} },
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{ GEN_Bool, {myoffsetof(FTerrainDef, AllowProtection)} },
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};
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@ -240,6 +240,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
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DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
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DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
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DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -51,7 +51,7 @@ const char *GetVersionString();
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// Version identifier for network games.
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// Bump it every time you do a release unless you're certain you
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// didn't change anything that will affect sync.
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#define NETGAMEVERSION 229
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#define NETGAMEVERSION 230
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// Version stored in the ini's [LastRun] section.
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// Bump it if you made some configuration change that you want to
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@ -61,11 +61,11 @@ const char *GetVersionString();
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// Protocol version used in demos.
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// Bump it if you change existing DEM_ commands or add new ones.
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// Otherwise, it should be safe to leave it alone.
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#define DEMOGAMEVERSION 0x21A
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#define DEMOGAMEVERSION 0x21B
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// Minimum demo version we can play.
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// Bump it whenever you change or remove existing DEM_ commands.
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#define MINDEMOVERSION 0x215
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#define MINDEMOVERSION 0x21B
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// SAVEVER is the version of the information stored in level snapshots.
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// Note that SAVEVER is not directly comparable to VERSION.
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4509
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#define SAVEVER 4510
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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@ -335,6 +335,7 @@ Actor Weapon : Inventory native
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Weapon.BobSpeed 1.0
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Weapon.BobRangeX 1.0
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Weapon.BobRangeY 1.0
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+WEAPONSPAWN
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States
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{
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LightDone:
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@ -362,4 +363,7 @@ Actor WeaponHolder : Inventory native
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+INVENTORY.UNDROPPABLE
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}
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Actor WeaponPiece : Inventory native {}
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Actor WeaponPiece : Inventory native
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{
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+WEAPONSPAWN
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}
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@ -1157,7 +1157,7 @@ OptionValue FallingDM
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3, "Strife"
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}
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OptionValue JumpCrouch
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OptionValue JumpCrouchFreeLook
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{
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0, "Default"
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1, "Off"
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@ -1189,9 +1189,9 @@ OptionMenu GameplayOptions
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Option "Degeneration", "sv_degeneration", "YesNo"
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Option "Allow Autoaim", "sv_noautoaim", "NoYes"
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Option "Allow Suicide", "sv_disallowsuicide", "NoYes"
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Option "Allow jump", "sv_jump", "JumpCrouch"
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Option "Allow crouch", "sv_crouch", "JumpCrouch"
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Option "Allow freelook", "sv_nofreelook", "NoYes"
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Option "Allow jump", "sv_jump", "JumpCrouchFreeLook"
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Option "Allow crouch", "sv_crouch", "JumpCrouchFreeLook"
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Option "Allow freelook", "sv_freelook", "JumpCrouchFreeLook"
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Option "Allow FOV", "sv_nofov", "NoYes"
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Option "Allow BFG aiming", "sv_nobfgaim", "NoYes"
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Option "Allow automap", "sv_noautomap", "NoYes"
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