d15325e282Removed file/folder
Christoph Oelckers
2006-04-11 18:09:10 +0000
69eb7e9f03SVN r28 (trunk)
Christoph Oelckers
2006-04-11 18:02:51 +0000
25f90d6221SVN r27 (trunk)
Christoph Oelckers
2006-04-11 16:27:41 +0000
e06ba32525SVN r26 (trunk)
Christoph Oelckers
2006-04-11 08:36:23 +0000
cd3cebf340SVN r25 (trunk)
Christoph Oelckers
2006-04-10 21:54:50 +0000
d1770a7c2eUse Jim's patched default.cbd, not the default.cbd for cbuild.
Randy Heit
2006-04-10 20:04:36 +0000
0031c7f651Forgot to save a_pickups.cpp before committing revision 21.
Randy Heit
2006-04-09 20:03:55 +0000
810ebcb31dUpdated to Chris's latest cbuild.
Randy Heit
2006-04-09 19:39:07 +0000
16c085e146- Fixed: The strupr() implementation in w_wad.cpp relied on compiler-dependant behavior. - Fixed fix: ParseActorProperties() still wasn't sending + or - to ActorFlagSetOrReset(). - Fixed: [GZ] An item without use state won't be removed when being picked up. The call to GoAwayAndDie is missing. - Fixed: [GZ] A_GiveInventory sets the amount to give to a value passed to this function. This is ok for everything except Health items. They should give their original amount multiplied with the passed parameter. - Fixed: Potential buffer overrun when launching timidity.
Randy Heit
2006-04-09 19:34:35 +0000
09c28e5bf9- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
Randy Heit
2006-03-14 06:11:39 +0000
4acc8a6954- Fixed: A_SpawnItem() should use CopyFriendliness(). - Fixed: AExplosiveBarrel should have MF2_MCROSS set. - Fixed: Passing 0 numrays to A_BFGSpray should default to 40. - Fixed: New A_JumpIfCloser() function. - Future-proofing: thingdef.cpp/FindState() allows the 2.1 names for SwitchingDecorations. - Fixed: ASwitchingDecoration declared itself as deriving from AActor instead of ASwitchableDecoration. - Fixed: AWeaponHolder::Serialize() did not call its supermethod.
Randy Heit
2006-03-12 22:04:49 +0000
75d072c09a- Rewrote MusicVolumes handling so it's a list and not an array. - Removed I_SetMusicVolume(). It isn't used. - Moved P_IsFriend(), P_IsHostile(), and P_GetSpecies() into AActor.
Randy Heit
2006-03-03 03:57:01 +0000
cf11cbdb30Directory restructuring to make it easier to version projects that don't build zdoom.exe.
Randy Heit
2006-02-24 04:48:15 +0000