mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-28 22:52:45 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
9196683e4f
15 changed files with 86 additions and 170 deletions
|
@ -3152,16 +3152,20 @@ DObject *PClass::CreateNew() const
|
|||
//
|
||||
// PClass :: InitializeSpecials
|
||||
//
|
||||
// Initialize special fields of a newly-created instance (e.g. strings).
|
||||
// Initialize special fields (e.g. strings) of a newly-created instance.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void PClass::InitializeSpecials(void *addr) const
|
||||
{
|
||||
if (ParentClass != NULL)
|
||||
// Once we reach a native class, we can stop going up the family tree,
|
||||
// since native classes handle initialization natively.
|
||||
if (!bRuntimeClass)
|
||||
{
|
||||
ParentClass->InitializeSpecials(addr);
|
||||
return;
|
||||
}
|
||||
assert(ParentClass != NULL);
|
||||
ParentClass->InitializeSpecials(addr);
|
||||
for (auto tao : SpecialInits)
|
||||
{
|
||||
tao.first->InitializeValue((BYTE*)addr + tao.second, Defaults + tao.second);
|
||||
|
@ -3172,19 +3176,27 @@ void PClass::InitializeSpecials(void *addr) const
|
|||
//
|
||||
// PClass :: DestroySpecials
|
||||
//
|
||||
// Destroy special fields (e.g. strings) of an instance that is about to be
|
||||
// deleted.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void PClass::DestroySpecials(void *addr) const
|
||||
{
|
||||
if (ParentClass != NULL)
|
||||
// Once we reach a native class, we can stop going up the family tree,
|
||||
// since native classes handle deinitialization natively.
|
||||
if (!bRuntimeClass)
|
||||
{
|
||||
ParentClass->DestroySpecials(addr);
|
||||
return;
|
||||
}
|
||||
assert(ParentClass != NULL);
|
||||
ParentClass->DestroySpecials(addr);
|
||||
for (auto tao : SpecialInits)
|
||||
{
|
||||
tao.first->DestroyValue((BYTE *)addr + tao.second);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PClass :: Derive
|
||||
|
|
|
@ -9073,14 +9073,14 @@ scriptwait:
|
|||
// projectile a TID.
|
||||
// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
|
||||
P_Thing_Projectile(STACK(7), activator, STACK(6), NULL, STACK(5) * (360. / 256.),
|
||||
ACSToDouble(STACK(4)) / 8., ACSToDouble(STACK(3)) / 8., 0, NULL, STACK(2), STACK(1), false);
|
||||
STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
|
||||
sp -= 7;
|
||||
break;
|
||||
|
||||
case PCD_SPAWNPROJECTILE:
|
||||
// Same, but takes an actor name instead of a spawn ID.
|
||||
P_Thing_Projectile(STACK(7), activator, 0, FBehavior::StaticLookupString(STACK(6)), STACK(5) * (360. / 256.),
|
||||
ACSToDouble(STACK(4)) / 8., ACSToDouble(STACK(3)) / 8., 0, NULL, STACK(2), STACK(1), false);
|
||||
STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
|
||||
sp -= 7;
|
||||
break;
|
||||
|
||||
|
|
|
@ -2820,7 +2820,7 @@ void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAng
|
|||
self->flags &= ~MF_AMBUSH;
|
||||
|
||||
DAngle other_angle = self->AngleTo(other);
|
||||
DAngle delta = deltaangle(self->Angles.Yaw, other_angle);
|
||||
DAngle delta = -deltaangle(self->Angles.Yaw, other_angle);
|
||||
|
||||
// 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms.
|
||||
// It also means that there is no need to check for going past the other.
|
||||
|
|
|
@ -335,6 +335,8 @@ bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modi
|
|||
tmf.abovemidtex = false;
|
||||
P_GetFloorCeilingZ(tmf, 0);
|
||||
|
||||
spechit.Clear(); // this is needed so that no more specials get activated after crossing a teleporter.
|
||||
|
||||
bool StompAlwaysFrags = ((thing->flags2 & MF2_TELESTOMP) || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag) && !(thing->flags7 & MF7_NOTELESTOMP);
|
||||
|
||||
// P_LineOpening requires the thing's z to be the destination z in order to work.
|
||||
|
@ -2284,12 +2286,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
|
|||
line_t *ld = spec.line;
|
||||
// see if the line was crossed
|
||||
|
||||
// One more case of trying to preserve some side effects from the original:
|
||||
// If the reference position is the same as the actor's position before checking the spechits,
|
||||
// we use the thing's actual position, including all the side effects of the original.
|
||||
// If some portal transition has to be considered here, we cannot do that and use the reference position stored with the spechit.
|
||||
bool posisoriginal = (spec.Refpos == lastpos);
|
||||
side = posisoriginal? P_PointOnLineSide(thing->Pos(), ld) : P_PointOnLineSide(spec.Refpos, ld);
|
||||
side = P_PointOnLineSide(spec.Refpos, ld);
|
||||
oldside = P_PointOnLineSide(spec.Oldrefpos, ld);
|
||||
if (side != oldside && ld->special && !(thing->flags6 & MF6_NOTRIGGER))
|
||||
{
|
||||
|
@ -5049,7 +5046,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
|
|||
double bombdamagefloat = (double)bombdamage;
|
||||
|
||||
FPortalGroupArray grouplist(FPortalGroupArray::PGA_Full3d);
|
||||
FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistance, bombspot->Height + bombdistance*2, bombdistancefloat, false, bombspot->Sector);
|
||||
FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistance, bombspot->Height + bombdistance*2, bombdistance, false, bombspot->Sector);
|
||||
FMultiBlockThingsIterator::CheckResult cres;
|
||||
|
||||
if (flags & RADF_SOURCEISSPOT)
|
||||
|
|
175
src/p_maputl.cpp
175
src/p_maputl.cpp
|
@ -65,21 +65,6 @@ int P_AproxDistance (int dx, int dy)
|
|||
return (dx < dy) ? dx+dy-(dx>>1) : dx+dy-(dy>>1);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_PointOnDivlineSideCompat
|
||||
//
|
||||
// Returns the fractional intercept point along the first divline
|
||||
// with compatibility flag handling
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
inline int P_PointOnDivlineSideCompat(double x, double y, const divline_t *line)
|
||||
{
|
||||
return (i_compatflags2 & COMPATF2_POINTONLINE)
|
||||
? P_VanillaPointOnDivlineSide(x, y, line) : P_PointOnDivlineSide(x, y, line);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_InterceptVector
|
||||
|
@ -1168,20 +1153,8 @@ void FPathTraverse::AddLineIntercepts(int bx, int by)
|
|||
double frac;
|
||||
divline_t dl;
|
||||
|
||||
// avoid precision problems with two routines
|
||||
if ( trace.dx > 16
|
||||
|| trace.dy > 16
|
||||
|| trace.dx < -16
|
||||
|| trace.dy < -16)
|
||||
{
|
||||
s1 = P_PointOnDivlineSideCompat (ld->v1->fX(), ld->v1->fY(), &trace);
|
||||
s2 = P_PointOnDivlineSideCompat (ld->v2->fX(), ld->v2->fY(), &trace);
|
||||
}
|
||||
else
|
||||
{
|
||||
s1 = P_PointOnLineSide (trace.x, trace.y, ld);
|
||||
s2 = P_PointOnLineSide (trace.x+trace.dx, trace.y+trace.dy, ld);
|
||||
}
|
||||
s1 = P_PointOnDivlineSide (ld->v1->fX(), ld->v1->fY(), &trace);
|
||||
s2 = P_PointOnDivlineSide (ld->v2->fX(), ld->v2->fY(), &trace);
|
||||
|
||||
if (s1 == s2) continue; // line isn't crossed
|
||||
|
||||
|
@ -1232,81 +1205,82 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
|
|||
switch (i)
|
||||
{
|
||||
case 0: // Top edge
|
||||
line.x = thing->X() + thing->radius;
|
||||
line.y = thing->Y() + thing->radius;
|
||||
if (trace.y < line.y) continue;
|
||||
line.x = thing->X() + thing->radius;
|
||||
line.dx = -thing->radius * 2;
|
||||
line.dy = 0;
|
||||
break;
|
||||
|
||||
case 1: // Right edge
|
||||
line.x = thing->X() + thing->radius;
|
||||
if (trace.x < line.x) continue;
|
||||
line.y = thing->Y() - thing->radius;
|
||||
line.dx = 0;
|
||||
line.dy = thing->radius * 2;
|
||||
break;
|
||||
|
||||
case 2: // Bottom edge
|
||||
line.x = thing->X() - thing->radius;
|
||||
line.y = thing->Y() - thing->radius;
|
||||
if (trace.y > line.y) continue;
|
||||
line.x = thing->X() - thing->radius;
|
||||
line.dx = thing->radius * 2;
|
||||
line.dy = 0;
|
||||
break;
|
||||
|
||||
case 3: // Left edge
|
||||
line.x = thing->X() - thing->radius;
|
||||
if (trace.x > line.x) continue;
|
||||
line.y = thing->Y() + thing->radius;
|
||||
line.dx = 0;
|
||||
line.dy = thing->radius * -2;
|
||||
break;
|
||||
}
|
||||
// Check if this side is facing the trace origin
|
||||
if (P_PointOnDivlineSide (trace.x, trace.y, &line) == 0)
|
||||
numfronts++;
|
||||
|
||||
// If it is, see if the trace crosses it
|
||||
if (P_PointOnDivlineSide (line.x, line.y, &trace) !=
|
||||
P_PointOnDivlineSide (line.x + line.dx, line.y + line.dy, &trace))
|
||||
{
|
||||
numfronts++;
|
||||
|
||||
// If it is, see if the trace crosses it
|
||||
if (P_PointOnDivlineSide (line.x, line.y, &trace) !=
|
||||
P_PointOnDivlineSide (line.x + line.dx, line.y + line.dy, &trace))
|
||||
{
|
||||
// It's a hit
|
||||
double frac = P_InterceptVector (&trace, &line);
|
||||
if (frac < Startfrac)
|
||||
{ // behind source
|
||||
if (Startfrac > 0)
|
||||
// It's a hit
|
||||
double frac = P_InterceptVector (&trace, &line);
|
||||
if (frac < Startfrac)
|
||||
{ // behind source
|
||||
if (Startfrac > 0)
|
||||
{
|
||||
// check if the trace starts within this actor
|
||||
switch (i)
|
||||
{
|
||||
// check if the trace starts within this actor
|
||||
switch (i)
|
||||
{
|
||||
case 0:
|
||||
line.y -= 2 * thing->radius;
|
||||
break;
|
||||
case 0:
|
||||
line.y -= 2 * thing->radius;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
line.x -= 2 * thing->radius;
|
||||
break;
|
||||
case 1:
|
||||
line.x -= 2 * thing->radius;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
line.y += 2 * thing->radius;
|
||||
break;
|
||||
case 2:
|
||||
line.y += 2 * thing->radius;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
line.x += 2 * thing->radius;
|
||||
break;
|
||||
}
|
||||
double frac2 = P_InterceptVector(&trace, &line);
|
||||
if (frac2 >= Startfrac) goto addit;
|
||||
case 3:
|
||||
line.x += 2 * thing->radius;
|
||||
break;
|
||||
}
|
||||
continue;
|
||||
double frac2 = P_InterceptVector(&trace, &line);
|
||||
if (frac2 >= Startfrac) goto addit;
|
||||
}
|
||||
addit:
|
||||
intercept_t newintercept;
|
||||
newintercept.frac = frac;
|
||||
newintercept.isaline = false;
|
||||
newintercept.done = false;
|
||||
newintercept.d.thing = thing;
|
||||
intercepts.Push (newintercept);
|
||||
continue;
|
||||
}
|
||||
addit:
|
||||
intercept_t newintercept;
|
||||
newintercept.frac = frac;
|
||||
newintercept.isaline = false;
|
||||
newintercept.done = false;
|
||||
newintercept.d.thing = thing;
|
||||
intercepts.Push (newintercept);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1350,8 +1324,8 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
|
|||
y2 = thing->Y() + thing->radius;
|
||||
}
|
||||
|
||||
s1 = P_PointOnDivlineSideCompat (x1, y1, &trace);
|
||||
s2 = P_PointOnDivlineSideCompat (x2, y2, &trace);
|
||||
s1 = P_PointOnDivlineSide (x1, y1, &trace);
|
||||
s2 = P_PointOnDivlineSide (x2, y2, &trace);
|
||||
|
||||
if (s1 != s2)
|
||||
{
|
||||
|
@ -1478,7 +1452,7 @@ void FPathTraverse::init(double x1, double y1, double x2, double y2, int flags,
|
|||
if (mapex > mapx)
|
||||
{
|
||||
mapxstep = 1;
|
||||
partialx = xs_CeilToInt(xt1) - xt1;
|
||||
partialx = 1. - xt1 + xs_FloorToInt(xt1);
|
||||
ystep = (y2 - y1) / fabs(x2 - x1);
|
||||
}
|
||||
else if (mapex < mapx)
|
||||
|
@ -1495,11 +1469,10 @@ void FPathTraverse::init(double x1, double y1, double x2, double y2, int flags,
|
|||
}
|
||||
yintercept = yt1 + partialx * ystep;
|
||||
|
||||
|
||||
if (mapey > mapy)
|
||||
{
|
||||
mapystep = 1;
|
||||
partialy = xs_CeilToInt(yt1) - yt1;
|
||||
partialy = 1. - yt1 + xs_FloorToInt(yt1);
|
||||
xstep = (x2 - x1) / fabs(y2 - y1);
|
||||
}
|
||||
else if (mapey < mapy)
|
||||
|
@ -1894,60 +1867,6 @@ int P_VanillaPointOnLineSide(double x, double y, const line_t* line)
|
|||
return 1; // back side
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// P_VanillaPointOnDivlineSide
|
||||
// P_PointOnDivlineSideCompat() from the initial Doom source code release
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
int P_VanillaPointOnDivlineSide(double x, double y, const divline_t* line)
|
||||
{
|
||||
int dx;
|
||||
int dy;
|
||||
int left;
|
||||
int right;
|
||||
int ldx;
|
||||
int ldy;
|
||||
|
||||
if (!line->dx)
|
||||
{
|
||||
if (x <= line->x)
|
||||
return line->dy > 0;
|
||||
|
||||
return line->dy < 0;
|
||||
}
|
||||
if (!line->dy)
|
||||
{
|
||||
if (y <= line->y)
|
||||
return line->dx < 0;
|
||||
|
||||
return line->dx > 0;
|
||||
}
|
||||
|
||||
// This is supposed to be compatible so the rest needs to be done
|
||||
// with the same broken fixed point checks as the original
|
||||
dx = FloatToFixed(x - line->x);
|
||||
dy = FloatToFixed(y - line->y);
|
||||
ldx = FloatToFixed(line->dx);
|
||||
ldy = FloatToFixed(line->dy);
|
||||
|
||||
// try to quickly decide by looking at sign bits
|
||||
if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 )
|
||||
{
|
||||
if ( (ldy ^ dx) & 0x80000000 )
|
||||
return 1; // (left is negative)
|
||||
return 0;
|
||||
}
|
||||
|
||||
left = MulScale16( ldy>>8, dx>>8 );
|
||||
right = MulScale16( dy>>8 , ldx>>8 );
|
||||
|
||||
if (right < left)
|
||||
return 0; // front side
|
||||
return 1; // back side
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Use buggy PointOnSide and fix actors that lie on
|
||||
|
|
|
@ -1675,7 +1675,7 @@ bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise
|
|||
}
|
||||
pitch = DVector2(dist, target->Z() + aimheight - actor->Center()).Angle();
|
||||
}
|
||||
actor->Vel3DFromAngle(pitch, speed);
|
||||
actor->Vel3DFromAngle(-pitch, speed);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
|
|
@ -624,7 +624,7 @@ double sector_t::FindHighestFloorPoint (vertex_t **v) const
|
|||
if (linecount == 0) *v = &vertexes[0];
|
||||
else *v = lines[0]->v1;
|
||||
}
|
||||
return floorplane.fD();
|
||||
return -floorplane.fD();
|
||||
}
|
||||
|
||||
for (i = 0; i < linecount; i++)
|
||||
|
|
|
@ -651,7 +651,7 @@ bool SightCheck::P_SightPathTraverse ()
|
|||
if (mapex > mapx)
|
||||
{
|
||||
mapxstep = 1;
|
||||
partialx = xs_CeilToInt(xt1) - xt1;
|
||||
partialx = 1. - xt1 + xs_FloorToInt(xt1);
|
||||
ystep = (y2 - y1) / fabs(x2 - x1);
|
||||
}
|
||||
else if (mapex < mapx)
|
||||
|
@ -671,7 +671,7 @@ bool SightCheck::P_SightPathTraverse ()
|
|||
if (mapey > mapy)
|
||||
{
|
||||
mapystep = 1;
|
||||
partialy = xs_CeilToInt(yt1) - yt1;
|
||||
partialy = 1. - yt1 + xs_FloorToInt(yt1);
|
||||
xstep = (x2 - x1) / fabs(y2 - y1);
|
||||
}
|
||||
else if (mapey < mapy)
|
||||
|
|
|
@ -836,7 +836,7 @@ enum
|
|||
//Spawns teleport fog. Pass the actor to pluck TeleFogFromType and TeleFogToType. 'from' determines if this is the fog to spawn at the old position (true) or new (false).
|
||||
void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele = true, bool setTarget = false);
|
||||
|
||||
inline bool P_Teleport(AActor *thing, DVector3 pos, DAngle angle, int flags);
|
||||
bool P_Teleport(AActor *thing, DVector3 pos, DAngle angle, int flags);
|
||||
bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int flags);
|
||||
bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBOOL reverse);
|
||||
bool EV_TeleportOther (int other_tid, int dest_tid, bool fog);
|
||||
|
|
|
@ -1510,7 +1510,6 @@ void APlayerPawn::TweakSpeeds (double &forward, double &side)
|
|||
}
|
||||
|
||||
if (fabs(side) < 0x2800)
|
||||
if ((unsigned int)(side + 0x27ff) < 0x4fff)
|
||||
{
|
||||
side *= SideMove1;
|
||||
}
|
||||
|
|
13
src/r_defs.h
13
src/r_defs.h
|
@ -1360,7 +1360,7 @@ struct line_t
|
|||
{
|
||||
vertex_t *v1, *v2; // vertices, from v1 to v2
|
||||
private:
|
||||
fixed_t dx, dy; // precalculated v2 - v1 for side checking
|
||||
DVector2 delta; // precalculated v2 - v1 for side checking
|
||||
public:
|
||||
DWORD flags;
|
||||
DWORD activation; // activation type
|
||||
|
@ -1377,19 +1377,12 @@ public:
|
|||
|
||||
DVector2 Delta() const
|
||||
{
|
||||
return{ FIXED2DBL(dx), FIXED2DBL(dy) };
|
||||
}
|
||||
|
||||
void setDelta(fixed_t x, fixed_t y)
|
||||
{
|
||||
dx = x;
|
||||
dy = y;
|
||||
return delta;
|
||||
}
|
||||
|
||||
void setDelta(double x, double y)
|
||||
{
|
||||
dx = FLOAT2FIXED(x);
|
||||
dy = FLOAT2FIXED(y);
|
||||
delta = { x, y };
|
||||
}
|
||||
|
||||
void setAlpha(double a)
|
||||
|
|
|
@ -665,6 +665,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
|
|||
if (listener != NULL)
|
||||
{
|
||||
listenpos = listener->Pos();
|
||||
*pos = listener->SoundPos();
|
||||
pgroup = listener->Sector->PortalGroup;
|
||||
}
|
||||
else
|
||||
|
@ -1276,7 +1277,8 @@ void S_Sound (const FPolyObj *poly, int channel, FSoundID sound_id, float volume
|
|||
|
||||
void S_Sound(const DVector3 &pos, int channel, FSoundID sound_id, float volume, float attenuation)
|
||||
{
|
||||
FVector3 p((float)pos.X, (float)pos.Y, (float)pos.Z);
|
||||
// The sound system switches Y and Z around.
|
||||
FVector3 p((float)pos.X, (float)pos.Z, (float)pos.Y);
|
||||
S_StartSound (NULL, NULL, NULL, &p, channel, sound_id, volume, attenuation);
|
||||
}
|
||||
|
||||
|
|
|
@ -2109,7 +2109,7 @@ bool DoTakeInventory(AActor *receiver, bool orresult, VM_ARGS)
|
|||
|
||||
if (itemtype == NULL)
|
||||
{
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
if (!orresult)
|
||||
{
|
||||
|
|
|
@ -816,6 +816,7 @@ static bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defau
|
|||
conv.s = NULL;
|
||||
pref.s = NULL;
|
||||
pref.i = -1;
|
||||
bag.ScriptPosition = sc;
|
||||
switch ((*p) & 223)
|
||||
{
|
||||
case 'X': // Expression in parentheses or number.
|
||||
|
|
|
@ -2358,14 +2358,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
|
|||
FString tmp = str;
|
||||
|
||||
tmp.ToUpper();
|
||||
if (tmp.Len() != 3)
|
||||
{
|
||||
bag.ScriptPosition.Message(MSG_WARNING,
|
||||
"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 characters.\n",
|
||||
tmp.GetChars(), info->TypeName.GetChars ());
|
||||
}
|
||||
|
||||
bool valid = (
|
||||
bool valid = (tmp.Len() == 3 &&
|
||||
(((tmp[0] >= 'A') && (tmp[0] <= 'Z')) || ((tmp[0] >= '0') && (tmp[0] <= '9'))) &&
|
||||
(((tmp[1] >= 'A') && (tmp[1] <= 'Z')) || ((tmp[1] >= '0') && (tmp[1] <= '9'))) &&
|
||||
(((tmp[2] >= 'A') && (tmp[2] <= 'Z')) || ((tmp[2] >= '0') && (tmp[2] <= '9')))
|
||||
|
@ -2373,7 +2366,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
|
|||
if (!valid)
|
||||
{
|
||||
bag.ScriptPosition.Message(MSG_WARNING,
|
||||
"Invalid face '%s' for '%s';\nSTF replacement codes must be alphanumeric.\n",
|
||||
"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 alphanumeric characters.\n",
|
||||
tmp.GetChars(), info->TypeName.GetChars ());
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue