mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 04:51:19 +00:00
- fixed typo in USDF spec.
- comment fixes taken from GZDoom. - division by zero check in R_SetVisibility from GZDoom.
This commit is contained in:
parent
eb3f243fc8
commit
099e365a23
5 changed files with 7 additions and 13 deletions
|
@ -113,14 +113,14 @@ conversation // Starts a dialog.
|
|||
|
||||
// The amount of an item needed to successfully pick this option.
|
||||
// This can be repeated, but only the first will be shown (provided
|
||||
// diaplaycost is true). All costs must be satisfied for success.
|
||||
// displaycost is true). All costs must be satisfied for success.
|
||||
cost
|
||||
{
|
||||
item = <integer>; // Item that is required for this option.
|
||||
amount = <integer>; // Minimum amount of the item needed.
|
||||
}
|
||||
|
||||
displaycost = <bool>; // Weather the cost should be
|
||||
displaycost = <bool>; // Whether the cost should be
|
||||
// displayed with the option.
|
||||
// If no cost is specified this should
|
||||
// be ignored.
|
||||
|
|
|
@ -124,12 +124,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
|
|||
// spawn brain missile
|
||||
spit = P_SpawnMissile (self, targ, spawntype);
|
||||
|
||||
// Boss cubes should move freely to their destination so it's
|
||||
// probably best to disable all collision detection for them.
|
||||
|
||||
if (spit != NULL)
|
||||
{
|
||||
// Boss cubes should move freely to their destination so it's
|
||||
// probably best to disable all collision detection for them.
|
||||
if (spit->flags & MF_NOCLIP) spit->flags5 |= MF5_NOINTERACTION;
|
||||
|
||||
spit->target = targ;
|
||||
spit->master = self;
|
||||
// [RH] Do this correctly for any trajectory. Doom would divide by 0
|
||||
|
|
|
@ -283,7 +283,6 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
|
|||
bool rtn;
|
||||
sector_t* sec;
|
||||
DFloor* floor;
|
||||
//bool manual = false; tag == 0 and manual == true constitutes the same evidence [fdari]
|
||||
fixed_t ceilingheight;
|
||||
fixed_t newheight;
|
||||
vertex_t *spot, *spot2;
|
||||
|
@ -296,7 +295,6 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
|
|||
if (!line || !(sec = line->backsector))
|
||||
return rtn;
|
||||
secnum = (int)(sec-sectors);
|
||||
//manual = true;
|
||||
goto manual_floor;
|
||||
}
|
||||
|
||||
|
@ -814,7 +812,6 @@ bool EV_DoDonut (int tag, line_t *line, fixed_t pillarspeed, fixed_t slimespeed)
|
|||
DFloor* floor;
|
||||
vertex_t* spot;
|
||||
fixed_t height;
|
||||
// bool manual = false; Instead of breaking when manual is true, fail to (re)enter loop when tag is false (0).
|
||||
|
||||
secnum = -1;
|
||||
rtn = false;
|
||||
|
@ -823,7 +820,6 @@ bool EV_DoDonut (int tag, line_t *line, fixed_t pillarspeed, fixed_t slimespeed)
|
|||
{
|
||||
if (!line || !(s1 = line->backsector))
|
||||
return rtn;
|
||||
//manual = true;
|
||||
goto manual_donut;
|
||||
}
|
||||
|
||||
|
@ -1378,7 +1374,6 @@ bool EV_StartWaggle (int tag, line_t *line, int height, int speed, int offset,
|
|||
sector_t *sector;
|
||||
DWaggleBase *waggle;
|
||||
bool retCode;
|
||||
//bool manual = false;
|
||||
|
||||
retCode = false;
|
||||
sectorIndex = -1;
|
||||
|
@ -1387,7 +1382,6 @@ bool EV_StartWaggle (int tag, line_t *line, int height, int speed, int offset,
|
|||
{
|
||||
if (!line || !(sector = line->backsector))
|
||||
return retCode;
|
||||
//manual = true;
|
||||
goto manual_waggle;
|
||||
}
|
||||
|
||||
|
|
|
@ -1498,7 +1498,7 @@ void P_SetRenderSector()
|
|||
seg_t *seg = ss->firstline;
|
||||
|
||||
// Check for one-dimensional subsectors. These should be ignored when
|
||||
// being processed for automap drawinng etc.
|
||||
// being processed for automap drawing etc.
|
||||
ss->flags |= SSECF_DEGENERATE;
|
||||
for(j=2; j<ss->numlines; j++)
|
||||
{
|
||||
|
|
|
@ -263,7 +263,7 @@ void R_SetVisibility (float vis)
|
|||
|
||||
CurrentVisibility = vis;
|
||||
|
||||
if (FocalTangent == 0)
|
||||
if (FocalTangent == 0 || FocalLengthY == 0)
|
||||
{ // If r_visibility is called before the renderer is all set up, don't
|
||||
// divide by zero. This will be called again later, and the proper
|
||||
// values can be initialized then.
|
||||
|
|
Loading…
Reference in a new issue