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- Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For
compatibility ZDoom needs to define this name, too, even though it doesn't use it. - Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts when the loop iterates NumberOfSegs times. SVN r1338 (trunk)
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4 changed files with 12 additions and 3 deletions
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@ -1,3 +1,10 @@
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December 31, 2008 (Changes by Graf Zahl)
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- Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For
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compatibility ZDoom needs to define this name, too, even though it doesn't
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use it.
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- Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts
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when the loop iterates NumberOfSegs times.
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December 30, 2008 (Changes by Graf Zahl)
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- Fixed: FMOD calls for setting the water reverb must check the return code
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for errors.
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@ -251,7 +251,7 @@ void FMugShot::Tick(player_t *player)
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CurrentState = NULL;
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}
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}
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if ((player->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(player->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)))
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if ((player->cmd.ucmd.buttons & (BT_ATTACK|BT_ALTATTACK)) && !(player->cheats & (CF_FROZEN | CF_TOTALLYFROZEN)) && player->ReadyWeapon)
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{
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if (RampageTimer != ST_RAMPAGEDELAY)
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{
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@ -440,6 +440,7 @@ bool FNodeBuilder::GetPolyExtents (int polynum, fixed_t bbox[4])
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{
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vertex_t start;
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unsigned int vert;
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unsigned int count = 0;
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vert = Segs[i].v1;
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@ -451,7 +452,8 @@ bool FNodeBuilder::GetPolyExtents (int polynum, fixed_t bbox[4])
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AddSegToBBox (bbox, &Segs[i]);
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vert = Segs[i].v2;
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i = Vertices[vert].segs;
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} while (i != DWORD_MAX && (Vertices[vert].x != start.x || Vertices[vert].y != start.y));
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count++; // to prevent endless loops. Stop when this reaches the number of segs.
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} while (i != DWORD_MAX && (Vertices[vert].x != start.x || Vertices[vert].y != start.y) && count < Segs.Size());
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return true;
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}
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@ -13,7 +13,7 @@ const int SXF_ABSOLUTEMOMENTUM=8;
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const int SXF_SETMASTER=16;
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const int SXF_NOCHECKPOSITION = 32;
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const int SXF_TELEFRAG=64;
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// 128 was uses by Skulltag
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const int SXF_CLIENTSPAWN=128; // only used by Skulltag
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const int SXF_TRANSFERAMBUSHFLAG=256;
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// Flags for A_Chase
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