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- Fixed: The correct player class was not remembered when the menu had both
a player class selection menu and an episode menu. - Fixed: AddToConsole could write outside its working buffer. - Fixed: 0 was no longer recognized as placeholder for 'no state' in A_Chase. - Fixed: When picking up weapons the code did not check if it should switch away from weak weapons. SVN r1332 (trunk)
This commit is contained in:
parent
a66eb7f8c3
commit
37d056c041
8 changed files with 73 additions and 16 deletions
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@ -1,3 +1,11 @@
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December 27, 2008 (Changes by Graf Zahl)
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- Fixed: The correct player class was not remembered when the menu had both
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a player class selection menu and an episode menu.
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- Fixed: AddToConsole could write outside its working buffer.
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- Fixed: 0 was no longer recognized as placeholder for 'no state' in A_Chase.
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- Fixed: When picking up weapons the code did not check if it should switch away
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from weak weapons.
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December 20, 2008
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- OggMod improperly decodes the right channel of stereo samples when sending
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them to OggEnc, so I have no choice but to convert them to mono by chopping
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@ -667,7 +667,7 @@ void AddToConsole (int printlevel, const char *text)
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}
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len = (int)strlen (text);
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size = len + 3;
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size = len + 20;
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if (addtype != NEWLINE)
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{
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@ -767,6 +767,15 @@ void AddToConsole (int printlevel, const char *text)
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if (*work_p)
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{
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linestart = work_p - 1 - cc.Len();
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if (linestart < work)
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{
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// The line start is outside the buffer.
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// Make space for the newly inserted stuff.
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size_t movesize = work-linestart;
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memmove(work + movesize, work, strlen(work));
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work_p += movesize;
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linestart = work;
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}
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linestart[0] = TEXTCOLOR_ESCAPE;
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strncpy (linestart + 1, cc, cc.Len());
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}
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@ -80,8 +80,9 @@ public:
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virtual void TweakSpeeds (int &forwardmove, int &sidemove);
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virtual void MorphPlayerThink ();
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virtual void ActivateMorphWeapon ();
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virtual AWeapon *PickNewWeapon (const PClass *ammotype);
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virtual AWeapon *BestWeapon (const PClass *ammotype);
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AWeapon *PickNewWeapon (const PClass *ammotype);
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AWeapon *BestWeapon (const PClass *ammotype);
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void CheckWeaponSwitch(const PClass *ammotype);
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virtual void GiveDeathmatchInventory ();
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virtual void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
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@ -96,18 +96,9 @@ bool AAmmo::HandlePickup (AInventory *item)
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assert (Owner != NULL);
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if (oldamount == 0 && Owner != NULL && Owner->player != NULL &&
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!Owner->player->userinfo.neverswitch &&
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Owner->player->PendingWeapon == WP_NOCHANGE &&
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(Owner->player->ReadyWeapon == NULL ||
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(Owner->player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)))
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if (oldamount == 0 && Owner != NULL && Owner->player != NULL)
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{
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AWeapon *best = barrier_cast<APlayerPawn *>(Owner)->BestWeapon (GetClass());
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if (best != NULL && (Owner->player->ReadyWeapon == NULL ||
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best->SelectionOrder < Owner->player->ReadyWeapon->SelectionOrder))
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{
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Owner->player->PendingWeapon = best;
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}
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barrier_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(GetClass());
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}
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}
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return true;
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@ -158,8 +158,17 @@ bool AWeapon::PickupForAmmo (AWeapon *ownedWeapon)
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// Don't take ammo if the weapon sticks around.
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if (!ShouldStay ())
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{
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int oldamount = 0;
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if (ownedWeapon->Ammo1 != NULL) oldamount = ownedWeapon->Ammo1->Amount;
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if (AmmoGive1 > 0) gotstuff = AddExistingAmmo (ownedWeapon->Ammo1, AmmoGive1);
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if (AmmoGive2 > 0) gotstuff |= AddExistingAmmo (ownedWeapon->Ammo2, AmmoGive2);
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AActor *Owner = ownedWeapon->Owner;
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if (gotstuff && oldamount == 0 && Owner != NULL && Owner->player != NULL)
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{
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static_cast<APlayerPawn *>(Owner)->CheckWeaponSwitch(ownedWeapon->Ammo1->GetClass());
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}
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}
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return gotstuff;
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}
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@ -267,6 +267,8 @@ static FSaveGameNode NewSaveNode;
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static int epi; // Selected episode
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static const char *saved_playerclass = NULL;
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// PRIVATE MENU DEFINITIONS ------------------------------------------------
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//
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@ -1821,15 +1823,18 @@ void M_Episode (int choice)
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if (AllSkills.Size() == 1)
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{
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saved_playerclass = NULL;
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M_ChooseSkill(0);
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return;
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}
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else if (EpisodeNoSkill[choice])
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{
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saved_playerclass = NULL;
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M_ChooseSkill(AllSkills.Size() == 2? 1:2);
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return;
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}
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M_StartupSkillMenu(NULL);
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M_StartupSkillMenu(saved_playerclass);
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saved_playerclass = NULL;
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}
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//==========================================================================
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@ -1856,6 +1861,7 @@ static void SCClass (int option)
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if (EpiDef.numitems > 1)
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{
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saved_playerclass = playerclass;
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M_SetupNextMenu (&EpiDef);
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}
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else if (AllSkills.Size() == 1)
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@ -1888,6 +1894,7 @@ static void M_ChooseClass (int choice)
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if (EpiDef.numitems > 1)
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{
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saved_playerclass = playerclass;
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M_SetupNextMenu (&EpiDef);
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}
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else if (AllSkills.Size() == 1)
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@ -680,6 +680,31 @@ AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
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return best;
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}
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//===========================================================================
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//
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// APlayerPawn :: CheckWeaponSwitch
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//
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// Checks if weapons should be changed after picking up ammo
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//
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//===========================================================================
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void APlayerPawn::CheckWeaponSwitch(const PClass *ammotype)
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{
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if (!player->userinfo.neverswitch &&
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player->PendingWeapon == WP_NOCHANGE &&
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(player->ReadyWeapon == NULL ||
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(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)))
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{
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AWeapon *best = BestWeapon (ammotype);
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if (best != NULL && (player->ReadyWeapon == NULL ||
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best->SelectionOrder < player->ReadyWeapon->SelectionOrder))
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{
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player->PendingWeapon = best;
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}
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: GiveDeathmatchInventory
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@ -325,7 +325,14 @@ do_stop:
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sc.ScriptError("Negative jump offsets are not allowed");
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}
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x = new FxStateByIndex(bag.statedef.GetStateCount() + v, sc);
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if (x > 0)
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{
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x = new FxStateByIndex(bag.statedef.GetStateCount() + v, sc);
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}
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else
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{
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x = new FxConstant((FState*)NULL, sc);
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}
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}
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else
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{
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