mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-02 08:22:25 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
bf3f495cea
16 changed files with 36 additions and 20 deletions
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@ -259,7 +259,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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r = pr_botmove();
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if (r < 128)
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{
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TThinkerIterator<AInventory> it (STAT_INVENTORY, bglobal.firstthing);
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TThinkerIterator<AInventory> it (MAX_STATNUM+1, bglobal.firstthing);
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AInventory *item = it.Next();
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if (item != NULL || (item = it.Next()) != NULL)
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@ -1452,7 +1452,8 @@ void FParser::SF_SetCamera(void)
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newcamera->specialf1 = newcamera->Angles.Yaw.Degrees;
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newcamera->specialf2 = newcamera->Z();
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newcamera->SetZ(t_argc < 3 ? newcamera->Z() + 41 : floatvalue(t_argv[2]));
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double z = t_argc < 3 ? newcamera->Sector->floorplane.ZatPoint(newcamera) + 41 : floatvalue(t_argv[2]);
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newcamera->SetOrigin(newcamera->PosAtZ(z), false);
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newcamera->Angles.Yaw = angle;
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if (t_argc < 4) newcamera->Angles.Pitch = 0.;
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else newcamera->Angles.Pitch = clamp(floatvalue(t_argv[3]), -50., 50.) * (20. / 32.);
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@ -1280,7 +1280,7 @@ void G_FinishTravel ()
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for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
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{
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inv->ChangeStatNum (STAT_INVENTORY);
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inv->ChangeStatNum (STAT_DEFAULT);
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inv->LinkToWorld ();
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inv->Travelled ();
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}
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@ -572,7 +572,6 @@ bool AInventory::ShouldRespawn ()
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void AInventory::BeginPlay ()
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{
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Super::BeginPlay ();
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ChangeStatNum (STAT_INVENTORY);
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flags |= MF_DROPPED; // [RH] Items are dropped by default
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}
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@ -116,6 +116,8 @@ public:
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bool mDrawingScene2D = false;
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float mCameraExposure = 1.0f;
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float mSceneClearColor[3];
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FGLRenderer(OpenGLFrameBuffer *fb);
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~FGLRenderer() ;
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@ -178,7 +178,7 @@ void FGLRenderer::Set3DViewport(bool mainview)
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// This is faster on newer hardware because it allows the GPU to skip
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// reading from slower memory where the full buffers are stored.
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearColor(mSceneClearColor[0], mSceneClearColor[1], mSceneClearColor[2], 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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const auto &bounds = mSceneViewport;
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@ -775,6 +775,9 @@ void FGLRenderer::SetFixedColormap (player_t *player)
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sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
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{
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sector_t * retval;
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mSceneClearColor[0] = 0.0f;
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mSceneClearColor[1] = 0.0f;
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mSceneClearColor[2] = 0.0f;
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R_SetupFrame (camera);
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SetViewArea();
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@ -1251,8 +1254,9 @@ int FGLInterface::GetMaxViewPitch(bool down)
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void FGLInterface::ClearBuffer(int color)
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{
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PalEntry pe = GPalette.BaseColors[color];
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glClearColor(pe.r/255.f, pe.g/255.f, pe.b/255.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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GLRenderer->mSceneClearColor[0] = pe.r / 255.f;
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GLRenderer->mSceneClearColor[1] = pe.g / 255.f;
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GLRenderer->mSceneClearColor[2] = pe.b / 255.f;
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}
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//===========================================================================
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@ -43,6 +43,7 @@
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_debug.h"
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#include <set>
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#include <string>
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#ifndef _MSC_VER
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#include <signal.h>
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@ -157,7 +157,7 @@ void OpenGLFrameBuffer::InitializeState()
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_CLAMP);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_TEXTURE_2D);
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if (gl.glslversion == 0) glEnable(GL_TEXTURE_2D);
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glDisable(GL_LINE_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -53,7 +53,7 @@ enum
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STAT_BOSSTARGET, // A boss brain target
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STAT_LIGHTNING, // The lightning thinker
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STAT_DECALTHINKER, // An object that thinks for a decal
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STAT_INVENTORY, // An inventory item
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UNUSED_STAT_INVENTORY, // An inventory item (value kept for savegame compatibility.)
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STAT_LIGHT, // A sector light effect
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STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects!!!
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STAT_EARTHQUAKE, // Earthquake actors
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@ -343,7 +343,7 @@ static void FinishThingdef()
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if (!def)
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{
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Printf("No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
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Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars());
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errorcount++;
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continue;
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}
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@ -1373,8 +1373,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
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enum
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{
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XF_HURTSOURCE = 1,
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XF_NOTMISSILE = 4,
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XF_HURTSOURCE = 1,
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XF_NOTMISSILE = 4,
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XF_NOACTORTYPE = 1 << 3,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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@ -1388,6 +1389,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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PARAM_INT_OPT (nails) { nails = 0; }
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PARAM_INT_OPT (naildamage) { naildamage = 10; }
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PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); }
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PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
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if (damage < 0) // get parameters from metadata
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{
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@ -1414,7 +1416,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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}
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}
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int count = P_RadiusAttack (self, self->target, damage, distance, self->DamageType, flags, fulldmgdistance);
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if (!(flags & XF_NOACTORTYPE) && damagetype == NAME_None)
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{
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damagetype = self->DamageType;
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}
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int count = P_RadiusAttack (self, self->target, damage, distance, damagetype, flags, fulldmgdistance);
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P_CheckSplash(self, distance);
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if (alert && self->target != NULL && self->target->player != NULL)
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{
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@ -4757,6 +4757,8 @@ FxExpression *FxReturnStatement::Resolve(FCompileContext &ctx)
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ExpEmit FxReturnStatement::Emit(VMFunctionBuilder *build)
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{
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ExpEmit out(0, REGT_NIL);
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// If we return nothing, use a regular RET opcode.
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// Otherwise just return the value we're given.
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if (Value == nullptr)
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@ -4765,11 +4767,11 @@ ExpEmit FxReturnStatement::Emit(VMFunctionBuilder *build)
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}
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else
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{
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ExpEmit ret = Value->Emit(build);
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out = Value->Emit(build);
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// Check if it is a function call that simplified itself
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// into a tail call in which case we don't emit anything.
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if (!ret.Final)
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if (!out.Final)
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{
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if (Value->ValueType == TypeVoid)
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{ // Nothing is returned.
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@ -4777,12 +4779,11 @@ ExpEmit FxReturnStatement::Emit(VMFunctionBuilder *build)
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}
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else
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{
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build->Emit(OP_RET, RET_FINAL, ret.RegType | (ret.Konst ? REGT_KONST : 0), ret.RegNum);
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build->Emit(OP_RET, RET_FINAL, out.RegType | (out.Konst ? REGT_KONST : 0), out.RegNum);
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}
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}
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}
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ExpEmit out;
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out.Final = true;
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return out;
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}
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@ -253,7 +253,7 @@ ACTOR Actor native //: Thinker
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action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
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action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
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action native A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
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action native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
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action native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff", name damagetype = "none");
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action native A_Stop();
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action native A_Respawn(int flags = 1);
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action native A_BarrelDestroy();
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@ -185,6 +185,7 @@ const int MSF_DontHurt = 2;
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// Flags for A_Explode
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const int XF_HURTSOURCE = 1;
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const int XF_NOTMISSILE = 4;
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const int XF_EXPLICITDAMAGETYPE = 1 << 3;
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// Flags for A_RadiusThrust
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const int RTF_AFFECTSOURCE = 1;
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@ -108,7 +108,5 @@ CMPTMNU_SECTORSOUNDS = "Sector sounds use centre as source";
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OPTVAL_MAPDEFINEDCOLORSONLY = "Map defined colours only";
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C_GRAY = "\ccgrey";
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C_DARKGRAY = "\cudark grey";
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DSPLYMNU_MOVEBOB = "View bob amount while moving";
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DSPLYMNU_STILLBOB = "View bob amount while not moving";
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OPTVAL_ANYFIXEDCOLORMAP = "Any fixed colourmap";
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@ -1800,6 +1800,8 @@ DSPLYMNU_QUAKEINTENSITY = "Earthquake shake intensity";
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DSPLYMNU_NOMONSTERINTERPOLATION = "Interpolate monster movement";
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DSPLYMNU_MENUDIM = "Menu dim";
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DSPLYMNU_DIMCOLOR = "Dim color";
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DSPLYMNU_MOVEBOB = "View bob amount while moving";
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DSPLYMNU_STILLBOB = "View bob amount while not moving";
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// HUD Options
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HUDMNU_TITLE = "HUD Options";
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