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- defined a constant for the crosshair menu entry's index to get a direct
reference out of the function code. - Fixed: The BrainExplosions should not perform any collision detection. To achieve this their Damage value must be set to 0 when being spawned. - Added a safety check to savegame versioning so that an invalid revision (reported as 0) will be handled without breaking savegame compatibility. SVN r689 (trunk)
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6 changed files with 26 additions and 6 deletions
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@ -1,3 +1,10 @@
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January 10, 2008 (Changes by Graf Zahl)
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- defined a constant for the crosshair menu entry's index to get a direct
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reference out of the function code. In GZDoom the menu contains different
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information.
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- Fixed: The BrainExplosions should not perform any collision detection. To
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achieve this their Damage value must be set to 0 when being spawned.
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January 9, 2008
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- Added Blzut3's SBARINFO update #6:
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* Fixed: A tutti-frutti like effect would occur if transparent images were used
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@ -27,6 +34,8 @@ January 9, 2008
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performance boost than simply batching the quads alone did.
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January 9, 2008 (Changes by Graf Zahl)
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- Added a safety check to savegame versioning so that an invalid revision
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(reported as 0) will be handled without breaking savegame compatibility.
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- Fixed: 'Painchance' in DECORATE failed when reading custom damage type names.
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- Added Karate Chris's patch for menu opening console commands.
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@ -190,6 +190,7 @@ static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
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boom->momz = pr_brainscream() << 9;
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boom->SetState (&ABossBrain::States[S_BRAINEXPLODE]);
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boom->effects = 0;
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boom->Damage = 0; // disables collision detection which is not wanted here
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boom->tics -= pr_brainscream() & 7;
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if (boom->tics < 1)
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boom->tics = 1;
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@ -522,6 +522,8 @@ static menuitem_t VideoItems[] = {
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{ discrete, "Bullet Puff Type", {&cl_pufftype}, {2.0}, {0.0}, {0.0}, {PuffTypes} },
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};
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#define CROSSHAIR_INDEX 6
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menu_t VideoMenu =
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{
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"DISPLAY OPTIONS",
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@ -3363,6 +3365,6 @@ void InitCrosshairsList()
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}
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SC_Close();
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}
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VideoItems[6].b.numvalues = float(Crosshairs.Size());
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VideoItems[6].e.valuestrings = &Crosshairs[0];
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VideoItems[CROSSHAIR_INDEX].b.numvalues = float(Crosshairs.Size());
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VideoItems[CROSSHAIR_INDEX].e.valuestrings = &Crosshairs[0];
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}
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@ -1717,7 +1717,7 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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}
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}
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if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
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&& (tmfloorpic != thing->Sector->floorpic
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&& (tmfloorpic != thing->floorpic
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|| tmfloorz - thing->z != 0))
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{ // must stay within a sector of a certain floor type
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thing->z = oldz;
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@ -4,7 +4,7 @@
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#include "doomtype.h"
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#include "tarray.h"
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class FNativeTexture;
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class FNativePalette;
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class FArchive;
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enum
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@ -73,8 +73,18 @@
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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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// SAVESIG should match SAVEVER.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 667
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#if SVN_REVISION_NUMBER == 0
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// This can happen if svnrevision is not updated properly (e.g. compiling while offline)
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#define SAVEVER MINSAVEVER
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#define SAVESIG "ZDOOMSAVE"#SAVEVER
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#else
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#define SAVEVER SVN_REVISION_NUMBER
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#define SAVESIG "ZDOOMSAVE"SVN_REVISION_STRING
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#endif
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// This is so that derivates can use the same savegame versions without worrying about engine compatibility
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#define GAMESIG "ZDOOM"
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#define CDROM_DIR "C:\\ZDOOMDAT"
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#endif
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 667
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// The maximum length of one save game description for the menus.
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#define SAVESTRINGSIZE 24
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