mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 04:41:06 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
c7ba0e0aac
9 changed files with 49 additions and 42 deletions
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@ -921,7 +921,7 @@ static int PatchThing (int thingy)
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{
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if (stricmp (Line1, "Speed") == 0)
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{
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info->Speed = val; // handle fixed point later.
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info->Speed = (signed long)val; // handle fixed point later.
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}
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else if (stricmp (Line1, "Width") == 0)
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{
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@ -270,7 +270,7 @@ void GLSprite::Draw(int pass)
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const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
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// [Nash] has +ROLLSPRITE
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const bool drawRollSpriteActor = (actor != NULL && actor->renderflags & RF_ROLLSPRITE);
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const bool drawRollSpriteActor = (actor != nullptr && actor->renderflags & RF_ROLLSPRITE);
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gl_RenderState.Apply();
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FVector3 v1;
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@ -280,10 +280,10 @@ void GLSprite::Draw(int pass)
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// [fgsfds] check sprite type mask
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DWORD spritetype = (DWORD)-1;
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if (actor != NULL) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
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if (actor != nullptr) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
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// [Nash] is a flat sprite
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const bool isFlatSprite = (actor != NULL) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
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const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
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const bool dontFlip = (actor != nullptr) && (actor->renderflags & RF_DONTFLIP);
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const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
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@ -295,8 +295,8 @@ void GLSprite::Draw(int pass)
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float ycenter = (y1 + y2)*0.5;
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float zcenter = (z1 + z2)*0.5;
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float xx = -xcenter + x;
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float yy = -zcenter + z;
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float zz = -ycenter + y;
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float zz = -zcenter + z;
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float yy = -ycenter + y;
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Matrix3x4 mat;
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mat.MakeIdentity();
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mat.Translate(xcenter, zcenter, ycenter); // move to sprite center
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@ -336,20 +336,22 @@ void GLSprite::Draw(int pass)
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// Here we need some form of priority in order to work.
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if (spritetype == RF_FLATSPRITE)
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{
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DVector3 diff = actor->Vec3To(GLRenderer->mViewActor);
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float pitchDegrees = -actor->Angles.Pitch.Degrees;
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DVector3 apos = { x, y, z };
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DVector3 diff = ViewPos - apos;
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DAngle angto = diff.Angle();
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angto = deltaangle(actor->Angles.Yaw, angto);
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float pitchDegrees = -actor->Angles.Pitch.Degrees;
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bool noFlipSprite = (!dontFlip || (fabs(angto) < 90.));
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mat.Rotate(0, 1, 0, (noFlipSprite) ? 0 : 180);
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mat.Rotate(-yawvecY, 0, yawvecX, (noFlipSprite) ? -pitchDegrees : pitchDegrees);
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if (drawRollSpriteActor)
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{
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if (useOffsets) mat.Translate(xx, yy, zz);
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if (useOffsets) mat.Translate(xx, zz, yy);
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mat.Rotate(yawvecX, 0, yawvecY, (noFlipSprite) ? -rollDegrees : rollDegrees);
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if (useOffsets) mat.Translate(-xx, -yy, -zz);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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}
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// [fgsfds] Rotate the sprite about the sight vector (roll)
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@ -358,20 +360,20 @@ void GLSprite::Draw(int pass)
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mat.Rotate(0, 1, 0, 0);
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if (drawRollSpriteActor)
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{
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if (useOffsets) mat.Translate(xx, yy, zz);
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if (useOffsets) mat.Translate(xx, zz, yy);
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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if (useOffsets) mat.Translate(-xx, -yy, -zz);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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}
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else if (drawRollSpriteActor)
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{
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if (useOffsets) mat.Translate(xx, yy, zz);
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if (useOffsets) mat.Translate(xx, zz, yy);
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if (drawWithXYBillboard)
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{
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
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}
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mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
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if (useOffsets) mat.Translate(-xx, -yy, -zz);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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// apply the transform
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@ -658,7 +658,7 @@ static EColorRange ParseOptionColor(FScanner &sc, FOptionMenuDescriptor *desc)
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if (sc.CheckString(","))
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{
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sc.MustGetString();
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EColorRange cr = V_FindFontColor(sc.String);
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cr = V_FindFontColor(sc.String);
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if (cr == CR_UNTRANSLATED && !sc.Compare("untranslated") && isdigit(sc.String[0]))
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{
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if (strtol(sc.String, NULL, 0)) cr = OptionSettings.mFontColorHeader;
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@ -3719,6 +3719,7 @@ enum
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APROP_DamageMultiplier=43,
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APROP_MaxStepHeight = 44,
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APROP_MaxDropOffHeight= 45,
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APROP_DamageType = 46,
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};
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// These are needed for ACS's APROP_RenderStyle
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@ -3978,6 +3979,9 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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actor->MaxDropOffHeight = ACSToDouble(value);
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break;
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case APROP_DamageType:
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actor->DamageType = FBehavior::StaticLookupString(value);
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break;
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default:
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// do nothing.
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@ -4081,6 +4085,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_Friction: return DoubleToACS(actor->Friction);
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case APROP_MaxStepHeight: return DoubleToACS(actor->MaxStepHeight);
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case APROP_MaxDropOffHeight: return DoubleToACS(actor->MaxDropOffHeight);
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case APROP_DamageType: return GlobalACSStrings.AddString(actor->DamageType);
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default: return 0;
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}
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@ -4153,6 +4158,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_ActiveSound: string = actor->ActiveSound; break;
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case APROP_Species: string = actor->GetSpecies(); break;
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case APROP_NameTag: string = actor->GetTag(); break;
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case APROP_DamageType: string = actor->DamageType; break;
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}
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if (string == NULL) string = "";
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return (!stricmp(string, FBehavior::StaticLookupString(value)));
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@ -1085,9 +1085,8 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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}
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if (player->playerstate == PST_DEAD)
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{ // Player is dead, so don't bring up a pending weapon
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psp->y = WEAPONBOTTOM;
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// Player is dead, so keep the weapon off screen
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P_SetPsprite(player, PSP_FLASH, nullptr);
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psp->SetState(nullptr);
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return 0;
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}
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@ -1171,50 +1170,39 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ClearOverlays)
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PARAM_INT_OPT(stop) { stop = 0; }
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PARAM_BOOL_OPT(safety) { safety = true; }
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if (!self->player)
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if (self->player == nullptr)
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ACTION_RETURN_INT(0);
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player_t *player = self->player;
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if (!start && !stop)
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{
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start = INT_MIN;
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stop = safety ? PSP_TARGETCENTER - 1 : INT_MAX;
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}
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int count = 0;
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DPSprite *pspr = player->psprites;
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int startID = (pspr != nullptr) ? pspr->GetID() : start;
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bool first = true;
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while (pspr != nullptr)
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{
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if (pspr->GetID() == startID)
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{
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if (first)
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first = false;
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else
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break;
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}
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int id = pspr->GetID();
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unsigned int count = 0;
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int id;
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//Do not wipe out layer 0. Ever.
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if (!id || id < start)
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for (DPSprite *pspr = self->player->psprites; pspr != nullptr; pspr = pspr->GetNext())
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{
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id = pspr->GetID();
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if (id < start || id == 0)
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continue;
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if (id > stop)
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else if (id > stop)
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break;
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if (safety)
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{
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if (id >= PSP_TARGETCENTER)
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break;
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else if ((id >= PSP_STRIFEHANDS && id <= PSP_WEAPON) || (id == PSP_FLASH))
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else if (id == PSP_STRIFEHANDS || id == PSP_WEAPON || id == PSP_FLASH)
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continue;
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}
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// [MC]Don't affect non-hardcoded layers unless it's really desired.
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pspr->SetState(nullptr);
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count++;
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pspr = pspr->GetNext();
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}
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ACTION_RETURN_INT(count);
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}
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@ -220,8 +220,8 @@ int OriginalMain(int argc, char** argv)
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@interface ApplicationController : NSResponder
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#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
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<NSFileManagerDelegate>
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#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1060
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<NSApplicationDelegate>
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#endif
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{
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}
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@ -1677,7 +1677,7 @@ void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
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// the textures a constant size across the surface's plane instead.
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cosine = cos(planeang), sine = sin(planeang);
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m[1] = pl->height.ZatPoint(ViewPos.X + yscale * sine, ViewPos.Y + yscale * cosine) - zeroheight;
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n[1] = pl->height.ZatPoint(ViewPos.X - xscale * cosine, ViewPos.Y + xscale * sine) - zeroheight;
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n[1] = -(pl->height.ZatPoint(ViewPos.X - xscale * cosine, ViewPos.Y + xscale * sine) - zeroheight);
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plane_su = p ^ m;
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plane_sv = p ^ n;
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@ -6129,6 +6129,7 @@ enum DMSS
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DMSS_EXFILTER = 64, //Changes filter into a blacklisted class instead of whitelisted.
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DMSS_EXSPECIES = 128, // ^ but with species instead.
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DMSS_EITHER = 256, //Allow either type or species to be affected.
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DMSS_INFLICTORDMGTYPE = 512, //Ignore the passed damagetype and use the inflictor's instead.
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};
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static void DoDamage(AActor *dmgtarget, AActor *inflictor, AActor *source, int amount, FName DamageType, int flags, PClassActor *filter, FName species)
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@ -6153,6 +6154,9 @@ static void DoDamage(AActor *dmgtarget, AActor *inflictor, AActor *source, int a
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if (amount > 0)
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{ //Should wind up passing them through just fine.
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if (flags & DMSS_INFLICTORDMGTYPE)
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DamageType = inflictor->DamageType;
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P_DamageMobj(dmgtarget, inflictor, source, amount, DamageType, dmgFlags);
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}
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else if (amount < 0)
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@ -38,6 +38,9 @@ const int CBAF_NORANDOM = 2;
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const int CBAF_EXPLICITANGLE = 4;
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const int CBAF_NOPITCH = 8;
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const int CBAF_NORANDOMPUFFZ = 16;
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const int CBAF_PUFFTARGET = 32;
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const int CBAF_PUFFMASTER = 64;
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const int CBAF_PUFFTRACER = 128;
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// Flags for A_GunFlash
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const int GFF_NOEXTCHANGE = 1;
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@ -210,6 +213,9 @@ const int CPF_STEALARMOR = 32;
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const int FPF_AIMATANGLE = 1;
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const int FPF_TRANSFERTRANSLATION = 2;
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const int FPF_NOAUTOAIM = 4;
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const int FBF_PUFFTARGET = 64;
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const int FBF_PUFFMASTER = 128;
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const int FBF_PUFFTRACER = 256;
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// Flags for A_Teleport
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enum
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@ -460,6 +466,7 @@ enum
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DMSS_EXFILTER = 0x00000040,
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DMSS_EXSPECIES = 0x00000080,
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DMSS_EITHER = 0x00000100,
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DMSS_INFLICTORDMGTYPE = 0x00000200,
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};
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// Flags for A_AlertMonsters
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