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Merge ../zdoom
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commit
7d174e6b3e
3 changed files with 10 additions and 1 deletions
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@ -640,6 +640,12 @@ static void ReadOnePlayer(FSerializer &arc, bool skipload)
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playerTemp.Serialize(arc);
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if (!skipload)
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{
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// This temp player has undefined pitch limits, so set them to something
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// that should leave the pitch stored in the savegame intact when
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// rendering. The real pitch limits will be set by P_SerializePlayers()
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// via a net command, but that won't be processed in time for a screen
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// wipe, so we need something here.
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playerTemp.MaxPitch = playerTemp.MinPitch = playerTemp.mo->Angles.Pitch;
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CopyPlayer(&players[i], &playerTemp, name);
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}
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else
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@ -65,6 +65,9 @@ static FRandom pr_skullpop ("SkullPop");
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// [RH] # of ticks to complete a turn180
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#define TURN180_TICKS ((TICRATE / 4) + 1)
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// [SP] Allows respawn in single player
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CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_LATCH)
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// Variables for prediction
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CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -3160,7 +3160,7 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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rereadcolormap = false;
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}
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rw_light = rw_lightleft + (x1 - WallC.sx1) * rw_lightstep;
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rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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