diff --git a/src/p_ceiling.cpp b/src/p_ceiling.cpp index 32e5d62be..e90dd2096 100644 --- a/src/p_ceiling.cpp +++ b/src/p_ceiling.cpp @@ -214,6 +214,12 @@ DCeiling::DCeiling (sector_t *sec, double speed1, double speed2, int silent) m_Speed = m_Speed1 = speed1; m_Speed2 = speed2; m_Silent = silent; + m_BottomHeight = 0; + m_TopHeight = 0; + m_Direction = 0; + m_Texture = FNullTextureID(); + m_Tag = 0; + m_OldDirection = 0; } //============================================================================ diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 496f52e86..022504919 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -685,11 +685,30 @@ bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate void AActor::DestroyAllInventory () { - while (Inventory != NULL) + AInventory *inv = Inventory; + if (inv != nullptr) { - AInventory *item = Inventory; - item->Destroy (); - assert (item != Inventory); + TArray toDelete; + + // Delete the list in a two stage approach. + // This is necessary because an item may destroy another item (e.g. sister weapons) + // which would break the list and leave parts of it undestroyed, maybe doing bad things later. + while (inv != nullptr) + { + toDelete.Push(inv); + AInventory *item = inv->Inventory; + inv->Inventory = nullptr; + inv->Owner = nullptr; + inv = item; + } + for (auto p : toDelete) + { + // the item may already have been deleted by another one, so check this here to avoid problems. + if (!(p->ObjectFlags & OF_EuthanizeMe)) + { + p->Destroy(); + } + } } } diff --git a/src/v_blend.cpp b/src/v_blend.cpp index e1552105f..c13ed547c 100644 --- a/src/v_blend.cpp +++ b/src/v_blend.cpp @@ -52,7 +52,8 @@ #include "v_palette.h" #include "d_player.h" - +CVAR( Float, blood_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Pulled from Skulltag - changed default from 0.5 to 1.0 +CVAR( Float, pickup_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Uses same logic as blood_fade_scalar except for pickups // [RH] Amount of red flash for up to 114 damage points. Calculated by hand // using a logarithmic scale and my trusty HP48G. @@ -113,6 +114,9 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int if (CPlayer->bonuscount) { cnt = CPlayer->bonuscount << 3; + + // [SP] Allow player to tone down intensity of pickup flash. + cnt = (int)( cnt * pickup_fade_scalar ); V_AddBlend (RPART(gameinfo.pickupcolor)/255.f, GPART(gameinfo.pickupcolor)/255.f, BPART(gameinfo.pickupcolor)/255.f, cnt > 128 ? 0.5f : cnt / 255.f, blend); @@ -124,7 +128,10 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int if (painFlash.a != 0) { cnt = DamageToAlpha[MIN (113, CPlayer->damagecount * painFlash.a / 255)]; - + + // [BC] Allow users to tone down the intensity of the blood on the screen. + cnt = (int)( cnt * blood_fade_scalar ); + if (cnt) { if (cnt > maxpainblend) diff --git a/src/zscript/zcc_expr.cpp b/src/zscript/zcc_expr.cpp index 0cd399d64..e1a091b18 100644 --- a/src/zscript/zcc_expr.cpp +++ b/src/zscript/zcc_expr.cpp @@ -162,11 +162,11 @@ ZCC_OpProto *ZCC_OpInfoType::FindBestProto( // [[float32 (op) int]] will choose the integer version instead of the floating point // version, which we do not want. int test_dist1 = dist1, test_dist2 = dist2; - if (routes[0][cur_route1][0]->ConvertConstant == FtoD) + if (test_dist1 > 0 && routes[0][cur_route1][0]->ConvertConstant == FtoD) { test_dist1--; } - if (routes[1][cur_route2][0]->ConvertConstant == FtoD) + if (test_dist2 > 0 && routes[1][cur_route2][0]->ConvertConstant == FtoD) { test_dist2--; } diff --git a/wadsrc/static/language.enu b/wadsrc/static/language.enu index a0f1f9245..c76414c8a 100644 --- a/wadsrc/static/language.enu +++ b/wadsrc/static/language.enu @@ -1786,6 +1786,8 @@ DSPLYMNU_MAGFILTER = "Linear filter when upscaling"; DSPLYMNU_MIPMAP = "Use mipmapped textures"; DSPLYMNU_WIPETYPE = "Screen wipe style"; DSPLYMNU_SHOWENDOOM = "Show ENDOOM screen"; +DSPLYMNU_BLOODFADE = "Blood Flash Intensity"; +DSPLYMNU_PICKUPFADE = "Pickup Flash Intensity"; DSPLYMNU_PALLETEHACK = "DirectDraw palette hack"; // Not used DSPLYMNU_ATTACHEDSURFACES = "Use attached surfaces"; // Not used DSPLYMNU_STRETCHSKY = "Stretch short skies"; diff --git a/wadsrc/static/menudef.txt b/wadsrc/static/menudef.txt index 36a5918e1..715eff63b 100644 --- a/wadsrc/static/menudef.txt +++ b/wadsrc/static/menudef.txt @@ -674,6 +674,9 @@ OptionMenu "VideoOptions" Option "$DSPLYMNU_VSYNC", "vid_vsync", "OnOff" Option "$DSPLYMNU_CAPFPS", "cl_capfps", "OffOn" + Slider "$DSPLYMNU_BLOODFADE", "blood_fade_scalar", 0.0, 1.0, 0.05, 1 + Slider "$DSPLYMNU_PICKUPFADE", "pickup_fade_scalar", 0.0, 1.0, 0.05, 1 + Option "$DSPLYMNU_COLUMNMETHOD", "r_columnmethod", "ColumnMethods" Option "$DSPLYMNU_TRUECOLOR", "swtruecolor", "OnOff" Option "$DSPLYMNU_MINFILTER", "r_minfilter", "OnOff" Option "$DSPLYMNU_MAGFILTER", "r_magfilter", "OnOff" @@ -710,6 +713,7 @@ OptionMenu "VideoOptions" Slider "$DSPLYMNU_MOVEBOB", "movebob", 0, 1.0, 0.05, 2 Slider "$DSPLYMNU_STILLBOB", "stillbob", 0, 1.0, 0.05, 2 Slider "$DSPLYMNU_BOBSPEED", "wbobspeed", 0, 2.0, 0.1, 2 + } //-------------------------------------------------------------------------------------------