mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
Merge branch 'master' into v2.x
This commit is contained in:
commit
07ef7d3d59
16 changed files with 67 additions and 26 deletions
|
@ -857,6 +857,7 @@ public:
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||||||
|
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||||||
int special1; // Special info
|
int special1; // Special info
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||||||
int special2; // Special info
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int special2; // Special info
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||||||
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int weaponspecial; // Special info for weapons.
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||||||
int health;
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int health;
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||||||
BYTE movedir; // 0-7
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BYTE movedir; // 0-7
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||||||
SBYTE visdir;
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SBYTE visdir;
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||||||
|
|
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@ -2154,6 +2154,13 @@ static int PatchText (int oldSize)
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||||||
{
|
{
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||||||
strncpy (deh.PlayerSprite, newStr, 4);
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strncpy (deh.PlayerSprite, newStr, 4);
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}
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}
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||||||
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for (unsigned ii = 0; ii < OrgSprNames.Size(); ii++)
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||||||
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{
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||||||
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if (!stricmp(OrgSprNames[ii].c, oldStr))
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||||||
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{
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||||||
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strcpy(OrgSprNames[ii].c, newStr);
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}
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}
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// If this sprite is used by a pickup, then the DehackedPickup sprite map
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// If this sprite is used by a pickup, then the DehackedPickup sprite map
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// needs to be updated too.
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// needs to be updated too.
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for (i = 0; (size_t)i < countof(DehSpriteMappings); ++i)
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for (i = 0; (size_t)i < countof(DehSpriteMappings); ++i)
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||||||
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|
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@ -56,7 +56,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
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}
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}
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}
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}
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// didn't find any creatures, so try to strike any walls
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// didn't find any creatures, so try to strike any walls
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player->mo->special1 = 0;
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player->mo->weaponspecial = 0;
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|
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angle = player->mo->angle;
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angle = player->mo->angle;
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
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|
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@ -164,7 +164,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
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{
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{
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self->special1 = (pr_blink()>>1)+20;
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self->weaponspecial = (pr_blink()>>1)+20;
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}
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}
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|
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//============================================================================
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//============================================================================
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@ -177,10 +177,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
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{
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{
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if (self->player && self->player->ReadyWeapon)
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if (self->player && self->player->ReadyWeapon)
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{
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{
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if (!--self->special1)
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if (!--self->weaponspecial)
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{
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{
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P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
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P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
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self->special1 = (pr_blink()+50)>>2;
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self->weaponspecial = (pr_blink()+50)>>2;
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}
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}
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else
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else
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{
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{
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|
|
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@ -253,7 +253,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
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}
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}
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}
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}
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// didn't find any creatures, so try to strike any walls
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// didn't find any creatures, so try to strike any walls
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pmo->special1 = 0;
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pmo->weaponspecial = 0;
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|
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angle = pmo->angle;
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angle = pmo->angle;
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slope = P_AimLineAttack (pmo, angle, MELEERANGE, &linetarget);
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slope = P_AimLineAttack (pmo, angle, MELEERANGE, &linetarget);
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|
|
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@ -57,7 +57,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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{
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{
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P_ThrustMobj (linetarget, angle, power);
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P_ThrustMobj (linetarget, angle, power);
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}
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}
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pmo->special1 = false; // Don't throw a hammer
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pmo->weaponspecial = false; // Don't throw a hammer
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goto hammerdone;
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goto hammerdone;
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||||||
}
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}
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||||||
}
|
}
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||||||
|
@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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{
|
{
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P_ThrustMobj(linetarget, angle, power);
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P_ThrustMobj(linetarget, angle, power);
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}
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}
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pmo->special1 = false; // Don't throw a hammer
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pmo->weaponspecial = false; // Don't throw a hammer
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goto hammerdone;
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goto hammerdone;
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}
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}
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}
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}
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@ -83,11 +83,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, ALF_CHECK3D);
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, ALF_CHECK3D);
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if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true) != NULL)
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if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true) != NULL)
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||||||
{
|
{
|
||||||
pmo->special1 = false;
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pmo->weaponspecial = false;
|
||||||
}
|
}
|
||||||
else
|
else
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||||||
{
|
{
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||||||
pmo->special1 = true;
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pmo->weaponspecial = true;
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}
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}
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hammerdone:
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hammerdone:
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// Don't spawn a hammer if the player doesn't have enough mana
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// Don't spawn a hammer if the player doesn't have enough mana
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@ -95,7 +95,7 @@ hammerdone:
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!player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire ?
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!player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire ?
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AWeapon::AltFire : AWeapon::PrimaryFire, false, true))
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AWeapon::AltFire : AWeapon::PrimaryFire, false, true))
|
||||||
{
|
{
|
||||||
pmo->special1 = false;
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pmo->weaponspecial = false;
|
||||||
}
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}
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||||||
return;
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return;
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}
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}
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@ -116,7 +116,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerThrow)
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return;
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return;
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||||||
}
|
}
|
||||||
|
|
||||||
if (!player->mo->special1)
|
if (!player->mo->weaponspecial)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
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}
|
||||||
|
|
|
@ -66,7 +66,7 @@ static bool TryPunch(APlayerPawn *pmo, angle_t angle, int damage, fixed_t power)
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slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
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slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
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if (linetarget != NULL)
|
if (linetarget != NULL)
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{
|
{
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if (++pmo->special1 >= 3)
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if (++pmo->weaponspecial >= 3)
|
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{
|
{
|
||||||
damage <<= 1;
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damage <<= 1;
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power *= 3;
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power *= 3;
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@ -117,9 +117,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
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if (TryPunch(pmo, pmo->angle + i*(ANG45/16), damage, power) ||
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if (TryPunch(pmo, pmo->angle + i*(ANG45/16), damage, power) ||
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TryPunch(pmo, pmo->angle - i*(ANG45/16), damage, power))
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TryPunch(pmo, pmo->angle - i*(ANG45/16), damage, power))
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||||||
{ // hit something
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{ // hit something
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||||||
if (pmo->special1 >= 3)
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if (pmo->weaponspecial >= 3)
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||||||
{
|
{
|
||||||
pmo->special1 = 0;
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pmo->weaponspecial = 0;
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||||||
P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire2"));
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire2"));
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S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
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S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
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}
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}
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@ -127,7 +127,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
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}
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}
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}
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}
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// didn't find any creatures, so try to strike any walls
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// didn't find any creatures, so try to strike any walls
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pmo->special1 = 0;
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pmo->weaponspecial = 0;
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|
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AActor *linetarget;
|
AActor *linetarget;
|
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int slope = P_AimLineAttack (pmo, pmo->angle, MELEERANGE, &linetarget);
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int slope = P_AimLineAttack (pmo, pmo->angle, MELEERANGE, &linetarget);
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||||||
|
|
|
@ -499,7 +499,9 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
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||||||
}
|
}
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else if (strncmp(levelname, "enDSeQ", 6) != 0)
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else if (strncmp(levelname, "enDSeQ", 6) != 0)
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{
|
{
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nextinfo = FindLevelInfo (levelname, false);
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FString reallevelname = levelname;
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CheckWarpTransMap(reallevelname, true);
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nextinfo = FindLevelInfo (reallevelname, false);
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if (nextinfo != NULL)
|
if (nextinfo != NULL)
|
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{
|
{
|
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level_info_t *nextredir = nextinfo->CheckLevelRedirect();
|
level_info_t *nextredir = nextinfo->CheckLevelRedirect();
|
||||||
|
@ -507,13 +509,17 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
|
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{
|
{
|
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nextinfo = nextredir;
|
nextinfo = nextredir;
|
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}
|
}
|
||||||
}
|
|
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nextlevel = nextinfo->MapName;
|
nextlevel = nextinfo->MapName;
|
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}
|
}
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else
|
else
|
||||||
{
|
{
|
||||||
nextlevel = levelname;
|
nextlevel = levelname;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
nextlevel = levelname;
|
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|
}
|
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|
|
||||||
if (nextSkill != -1)
|
if (nextSkill != -1)
|
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NextSkill = nextSkill;
|
NextSkill = nextSkill;
|
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|
@ -1169,6 +1175,7 @@ void G_FinishTravel ()
|
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pawn->lastenemy = NULL;
|
pawn->lastenemy = NULL;
|
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pawn->player->mo = pawn;
|
pawn->player->mo = pawn;
|
||||||
pawn->player->camera = pawn;
|
pawn->player->camera = pawn;
|
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|
pawn->flags2 &= ~MF2_BLASTED;
|
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DObject::StaticPointerSubstitution (oldpawn, pawn);
|
DObject::StaticPointerSubstitution (oldpawn, pawn);
|
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oldpawn->Destroy();
|
oldpawn->Destroy();
|
||||||
pawndup->Destroy ();
|
pawndup->Destroy ();
|
||||||
|
|
|
@ -146,7 +146,6 @@ void ST_LoadCrosshair(bool alwaysload)
|
||||||
{
|
{
|
||||||
int num = 0;
|
int num = 0;
|
||||||
char name[16], size;
|
char name[16], size;
|
||||||
int lump;
|
|
||||||
|
|
||||||
if (!crosshairforce &&
|
if (!crosshairforce &&
|
||||||
players[consoleplayer].camera != NULL &&
|
players[consoleplayer].camera != NULL &&
|
||||||
|
@ -179,18 +178,20 @@ void ST_LoadCrosshair(bool alwaysload)
|
||||||
num = -num;
|
num = -num;
|
||||||
}
|
}
|
||||||
size = (SCREENWIDTH < 640) ? 'S' : 'B';
|
size = (SCREENWIDTH < 640) ? 'S' : 'B';
|
||||||
|
|
||||||
mysnprintf (name, countof(name), "XHAIR%c%d", size, num);
|
mysnprintf (name, countof(name), "XHAIR%c%d", size, num);
|
||||||
if ((lump = Wads.CheckNumForName (name, ns_graphics)) == -1)
|
FTextureID texid = TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
|
||||||
|
if (!texid.isValid())
|
||||||
{
|
{
|
||||||
mysnprintf (name, countof(name), "XHAIR%c1", size);
|
mysnprintf (name, countof(name), "XHAIR%c1", size);
|
||||||
if ((lump = Wads.CheckNumForName (name, ns_graphics)) == -1)
|
texid = TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
|
||||||
|
if (!texid.isValid())
|
||||||
{
|
{
|
||||||
strcpy (name, "XHAIRS1");
|
texid = TexMan.CheckForTexture("XHAIRS1", FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
|
||||||
}
|
}
|
||||||
num = 1;
|
|
||||||
}
|
}
|
||||||
CrosshairNum = num;
|
CrosshairNum = num;
|
||||||
CrosshairImage = TexMan[TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch)];
|
CrosshairImage = TexMan[texid];
|
||||||
}
|
}
|
||||||
|
|
||||||
//---------------------------------------------------------------------------
|
//---------------------------------------------------------------------------
|
||||||
|
|
|
@ -1600,7 +1600,10 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
|
||||||
|
|
||||||
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
|
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
|
||||||
!multiplayer &&
|
!multiplayer &&
|
||||||
players[0].health <= 0)
|
players[0].health <= 0 &&
|
||||||
|
actor->goal == NULL &&
|
||||||
|
gamestate != GS_TITLELEVEL
|
||||||
|
)
|
||||||
{ // Single player game and player is dead; look for monsters
|
{ // Single player game and player is dead; look for monsters
|
||||||
return P_LookForMonsters (actor);
|
return P_LookForMonsters (actor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -206,6 +206,10 @@ void AActor::Serialize (FArchive &arc)
|
||||||
{
|
{
|
||||||
arc << flags7;
|
arc << flags7;
|
||||||
}
|
}
|
||||||
|
if (SaveVersion >= 4511)
|
||||||
|
{
|
||||||
|
arc << weaponspecial;
|
||||||
|
}
|
||||||
arc << special1
|
arc << special1
|
||||||
<< special2
|
<< special2
|
||||||
<< health
|
<< health
|
||||||
|
|
|
@ -211,6 +211,7 @@ void P_BringUpWeapon (player_t *player)
|
||||||
// make sure that the previous weapon's flash state is terminated.
|
// make sure that the previous weapon's flash state is terminated.
|
||||||
// When coming here from a weapon drop it may still be active.
|
// When coming here from a weapon drop it may still be active.
|
||||||
P_SetPsprite(player, ps_flash, NULL);
|
P_SetPsprite(player, ps_flash, NULL);
|
||||||
|
player->mo->weaponspecial = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -629,7 +629,16 @@ void APlayerPawn::BeginPlay ()
|
||||||
FString crouchspritename = sprites[crouchsprite].name;
|
FString crouchspritename = sprites[crouchsprite].name;
|
||||||
|
|
||||||
int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
|
int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
|
||||||
|
if (spritenorm==-1)
|
||||||
|
{
|
||||||
|
spritenorm = Wads.CheckNumForName(normspritename + "A0", ns_sprites);
|
||||||
|
}
|
||||||
|
|
||||||
int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
|
int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
|
||||||
|
if (spritecrouch==-1)
|
||||||
|
{
|
||||||
|
spritecrouch = Wads.CheckNumForName(crouchspritename + "A0", ns_sprites);
|
||||||
|
}
|
||||||
|
|
||||||
if (spritenorm==-1 || spritecrouch ==-1)
|
if (spritenorm==-1 || spritecrouch ==-1)
|
||||||
{
|
{
|
||||||
|
|
|
@ -1028,7 +1028,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
|
||||||
else if (flags & CMF_CHECKTARGETDEAD)
|
else if (flags & CMF_CHECKTARGETDEAD)
|
||||||
{
|
{
|
||||||
// Target is dead and the attack shall be aborted.
|
// Target is dead and the attack shall be aborted.
|
||||||
if (self->SeeState != NULL) self->SetState(self->SeeState);
|
if (self->SeeState != NULL && (self->health > 0 || !(self->flags3 & MF3_ISMONSTER))) self->SetState(self->SeeState);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
||||||
|
|
||||||
// Use 4500 as the base git save version, since it's higher than the
|
// Use 4500 as the base git save version, since it's higher than the
|
||||||
// SVN revision ever got.
|
// SVN revision ever got.
|
||||||
#define SAVEVER 4511
|
#define SAVEVER 4512
|
||||||
|
|
||||||
#define SAVEVERSTRINGIFY2(x) #x
|
#define SAVEVERSTRINGIFY2(x) #x
|
||||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||||
|
|
|
@ -198,6 +198,14 @@ E2B5D1400279335811C1C1C0B437D9C8 // Deathknights of the Dark Citadel, map54
|
||||||
clearlineflags 1069 0x200
|
clearlineflags 1069 0x200
|
||||||
}
|
}
|
||||||
|
|
||||||
|
CBDE77E3ACB4B166D53C1812E5C72F54 // Hexen IWAD map04
|
||||||
|
{
|
||||||
|
setthingz 49 0
|
||||||
|
setthingz 50 0
|
||||||
|
setthingz 51 0
|
||||||
|
setthingz 52 0
|
||||||
|
}
|
||||||
|
|
||||||
3F249EDD62A3A08F53A6C53CB4C7ABE5 // Artica 3 map01
|
3F249EDD62A3A08F53A6C53CB4C7ABE5 // Artica 3 map01
|
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{
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{
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clearlinespecial 66
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clearlinespecial 66
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