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- a few more.
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7 changed files with 18 additions and 20 deletions
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@ -693,7 +693,7 @@ bool player_t::Resurrect()
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// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
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E_PlayerRespawned(int(this - players));
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//
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level.Behaviors.StartTypedScripts(SCRIPT_Respawn, mo, true);
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mo->Level->Behaviors.StartTypedScripts(SCRIPT_Respawn, mo, true);
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return true;
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}
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@ -890,7 +890,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
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}
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// Handle the different player death screams
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if ((((level.flags >> 15) | (dmflags)) &
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if ((((self->Level->flags >> 15) | (dmflags)) &
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(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
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self->Vel.Z <= -39)
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{
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@ -1009,7 +1009,7 @@ void P_FallingDamage (AActor *actor)
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int damage;
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double vel;
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damagestyle = ((level.flags >> 15) | (dmflags)) &
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damagestyle = ((actor->Level->flags >> 15) | (dmflags)) &
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(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
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if (damagestyle == 0)
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@ -1110,7 +1110,7 @@ void P_CheckMusicChange(player_t *player)
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{
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if (player->MUSINFOactor->args[0] != 0)
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{
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FName *music = level.info->MusicMap.CheckKey(player->MUSINFOactor->args[0]);
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FName *music = player->MUSINFOactor->Level->info->MusicMap.CheckKey(player->MUSINFOactor->args[0]);
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if (music != NULL)
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{
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@ -1248,7 +1248,6 @@ void P_PredictionLerpReset()
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bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &result, float scale)
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{
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//DVector2 pfrom = level.Displacements.getOffset(from.portalgroup, to.portalgroup);
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DVector3 vecFrom = from.pos;
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DVector3 vecTo = to.pos;
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DVector3 vecResult;
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@ -1683,7 +1682,7 @@ bool P_IsPlayerTotallyFrozen(const player_t *player)
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return
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gamestate == GS_TITLELEVEL ||
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player->cheats & CF_TOTALLYFROZEN ||
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((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
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((player->mo->Level->flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
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}
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@ -1035,7 +1035,7 @@ void FLevelLocals::CreateLinkedPortals()
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if (linkedPortals.Size() > 0)
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{
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// We need to relink all actors that may touch a linked line portal
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auto it = Level->GetThinkerIterator<AActor>();
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auto it = GetThinkerIterator<AActor>();
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AActor *actor;
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while ((actor = it.Next()))
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{
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@ -2136,11 +2136,11 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, char *&pstr
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//
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// This is a bit of a cheat because it never actually writes out the pointer.
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// The rules for levels are that they must be self-contained.
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// No level and no pbject that is part of a level may reference a different level.
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// No level and no pbject that is part of a level may reference a different one.
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//
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// When writing, this merely checks if the rules are obeyed and if not errors out.
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// When reading, it assumes that the object was properly written and restores
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// the reference from the owning level.
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// the reference from the owning level
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//
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// The only exception are null pointers which are allowed
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//
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@ -2159,7 +2159,7 @@ template<> FSerializer &Serialize(FSerializer &arc, const char *key, FLevelLocal
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}
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else
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{
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// This MUST be the currently serialized level. Anything else will error out here as a sanity check.
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// This MUST be the currently serialized level, anything else will error out here as a sanity check.
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if (arc.Level == nullptr || lev != arc.Level)
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{
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I_Error("Attempt to serialize invalid level reference");
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@ -489,7 +489,7 @@ static bool Cht_ChangeStartSpot (cheatseq_t *cheat)
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{
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char cmd[64];
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mysnprintf (cmd, countof(cmd), "changemap %s %c", level.MapName.GetChars(), cheat->Args[0]);
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mysnprintf (cmd, countof(cmd), "changemap %s %c", currentUILevel->MapName.GetChars(), cheat->Args[0]);
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C_DoCommand (cmd);
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return true;
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}
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@ -271,7 +271,6 @@ static int ParseStandardProperty(FScanner &scanner, UMapEntry *mape)
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scanner.MustGetValue(false);
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int tag = scanner.Number;
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// allow no 0-tag specials here, unless a level exit.
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#pragma message("Fixme: This needs to be evaluated at run time")
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if (tag != 0 || special == 11 || special == 51 || special == 52 || special == 124)
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{
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// This cannot be evaluated here because this needs to be done in the context of the level being used.
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@ -93,6 +93,7 @@ void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
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void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend)
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{
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int cnt;
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auto Level = CPlayer->mo->Level;
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// [RH] All powerups can affect the screen blending now
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for (AActor *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
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@ -175,18 +176,18 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
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{
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if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8))
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{
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float r = ((level.hazardflash & 0xff0000) >> 16) / 255.f;
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float g = ((level.hazardflash & 0xff00) >> 8) / 255.f;
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float b = ((level.hazardflash & 0xff)) / 255.f;
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float r = ((Level->hazardflash & 0xff0000) >> 16) / 255.f;
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float g = ((Level->hazardflash & 0xff00) >> 8) / 255.f;
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float b = ((Level->hazardflash & 0xff)) / 255.f;
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V_AddBlend (r, g, b, 0.125f, blend);
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}
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}
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else
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{
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cnt= MIN(CPlayer->hazardcount/8, 64);
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float r = ((level.hazardcolor & 0xff0000) >> 16) / 255.f;
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float g = ((level.hazardcolor & 0xff00) >> 8) / 255.f;
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float b = ((level.hazardcolor & 0xff)) / 255.f;
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float r = ((Level->hazardcolor & 0xff0000) >> 16) / 255.f;
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float g = ((Level->hazardcolor & 0xff00) >> 8) / 255.f;
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float b = ((Level->hazardcolor & 0xff)) / 255.f;
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V_AddBlend (r, g, b, cnt/93.2571428571f, blend);
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}
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}
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@ -79,8 +79,7 @@ CUSTOM_CVAR (Float, Gamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CCMD (bumpgamma)
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{
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// [RH] Gamma correction tables are now generated
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// on the fly for *any* gamma level.
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// [RH] Gamma correction tables are now generated on the fly for *any* gamma level
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// Q: What are reasonable limits to use here?
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float newgamma = Gamma + 0.1f;
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