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- Added Martin Howe's fixes for morphing and DECORATE function prototypes.
- Minor fixes in texture code. SVN r922 (trunk)
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7 changed files with 19 additions and 7 deletions
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@ -1,3 +1,7 @@
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April 17, 2008 (Changes by Graf Zahl)
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- Added Martin Howe's fixes for morphing and DECORATE function prototypes.
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- Minor fixes in texture code.
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April 16, 2008
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- Fixed: The FMOD::System object was never released, only closed, so
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snd_reset would eventually run into the hard limit on the total number
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@ -535,6 +535,7 @@ void APowerStrength::InitEffect ()
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void APowerStrength::Tick ()
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{
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// Strength counts up to diminish the fade.
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assert(EffectTics < (INT_MAX - 1)); // I can't see a game lasting nearly two years, but...
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EffectTics += 2;
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Super::Tick();
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}
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@ -998,6 +999,7 @@ void APowerFlight::Tick ()
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// The Wings of Wrath only expire in multiplayer and non-hub games
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if (!multiplayer && (level.flags & LEVEL_INFINITE_FLIGHT))
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{
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assert(EffectTics < INT_MAX); // I can't see a game lasting nearly two years, but...
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EffectTics++;
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}
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@ -42,6 +42,7 @@ struct FCopyInfo;
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class FBitmap
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{
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protected:
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BYTE *data;
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int Width;
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int Height;
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@ -109,6 +110,11 @@ public:
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return data;
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}
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BYTE *GetPixels()
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{
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return data;
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}
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virtual void CopyPixelDataRGB(int originx, int originy, const BYTE *patch, int srcwidth,
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int srcheight, int step_x, int step_y, int rotate, int ct, FCopyInfo *inf = NULL);
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@ -121,7 +121,7 @@ FTexture::FTexture ()
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: LeftOffset(0), TopOffset(0),
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WidthBits(0), HeightBits(0), xScale(FRACUNIT), yScale(FRACUNIT),
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UseType(TEX_Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bIsPatch(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bIsPatch(false), bComplex(false),
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Rotations(0xFFFF), Width(0), Height(0), WidthMask(0), Native(NULL)
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{
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*Name = 0;
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@ -313,7 +313,7 @@ void A_PlaySoundEx (AActor *self)
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int soundid = StateParameters[index];
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ENamedName channel = ENamedName(StateParameters[index + 1]);
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INTBOOL looping = StateParameters[index + 2];
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INTBOOL looping = EvalExpressionI(StateParameters[index + 2], self);
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int attenuation_raw = EvalExpressionI(StateParameters[index + 3], self);
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int attenuation;
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@ -754,11 +754,11 @@ static int ParseMorphStyle (FScanner &sc)
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{
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static const char * morphstyles[]={
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"MRF_ADDSTAMINA", "MRF_FULLHEALTH", "MRF_UNDOBYTOMEOFPOWER", "MRF_UNDOBYCHAOSDEVICE",
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"MRF_FAILNOTELEFRAG", "MRF_FAILNOLAUGH", "MRF_WHENINVULNERABLE", NULL};
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"MRF_FAILNOTELEFRAG", "MRF_FAILNOLAUGH", "MRF_WHENINVULNERABLE", "MRF_LOSEACTUALWEAPON", NULL};
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static const int morphstyle_values[]={
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MORPH_ADDSTAMINA, MORPH_FULLHEALTH, MORPH_UNDOBYTOMEOFPOWER, MORPH_UNDOBYCHAOSDEVICE,
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MORPH_FAILNOTELEFRAG, MORPH_FAILNOLAUGH, MORPH_WHENINVULNERABLE};
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MORPH_FAILNOTELEFRAG, MORPH_FAILNOLAUGH, MORPH_WHENINVULNERABLE, MORPH_LOSEACTUALWEAPON};
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// May be given flags by number...
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if (sc.CheckNumber())
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@ -124,7 +124,7 @@ class Actor extends Thinker
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action native A_FLoopActiveSound();
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action native A_LoopActiveSound();
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action native A_StopSound();
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action native A_PlaySoundEx(sound whattoplay, coerce name slot, optional bool looping, optional eval int attenuation);
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action native A_PlaySoundEx(sound whattoplay, coerce name slot, optional eval bool looping, optional eval int attenuation);
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action native A_StopSoundEx(coerce name slot);
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action native A_SeekerMissile(eval int threshold, eval int turnmax);
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action native A_Jump(eval int chance, state label, ...);
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@ -174,8 +174,8 @@ class Actor extends Thinker
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action native A_LookEx(optional eval int flags, optional eval float minseedist, optional eval float maxseedist, optional eval float maxheardist, optional eval float fov, optional state label);
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action native A_ClearTarget();
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action native A_JumpIfTargetInLOS (state label, optional eval float fov);
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action native A_DamageMaster(int amount, optional name damagetype);
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action native A_DamageChildren(int amount, optional name damagetype);
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action native A_DamageMaster(eval int amount, optional name damagetype);
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action native A_DamageChildren(eval int amount, optional name damagetype);
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action native A_SelectWeapon(class<Weapon> whichweapon);
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action native A_Punch();
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}
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