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- Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should
reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. SVN r1057 (trunk)
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2afac5c716
commit
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6 changed files with 25 additions and 4 deletions
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@ -1,3 +1,11 @@
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June 30, 2008 (Changes by Graf Zahl)
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- Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should
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reset this counter but that can't be done due to unwanted side effects with
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existing weapons.
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- Changed the 'scale' variable in CVAR(turbo) to double because the calculations
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depended on the current floating point precision setting and only worked properly
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when set to 'precise' in VC++.
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June 29, 2008 (Changes by Graf Zahl)
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- Changed: I_Error and I_FatalError now use ZDoom's internal string formatting
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code to process their messages. This was necessary to handle the %zu format
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@ -112,3 +112,4 @@ ACTOR(DamageMaster)
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ACTOR(DamageChildren)
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ACTOR(CheckForReload)
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ACTOR(ResetReloadCounter)
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ACTOR(ClearReFire)
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@ -217,7 +217,7 @@ CUSTOM_CVAR (Float, turbo, 100.f, 0)
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}
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else
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{
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float scale = self * 0.01f;
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double scale = self * 0.01;
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forwardmove[0] = (int)(normforwardmove[0]*scale);
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forwardmove[1] = (int)(normforwardmove[1]*scale);
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@ -488,6 +488,16 @@ void A_ReFire (AActor *actor)
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}
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}
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void A_ClearReFire(AActor *actor)
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{
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player_t *player = actor->player;
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if (NULL != player)
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{
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player->refire = 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_CheckReload
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@ -1011,9 +1011,10 @@ void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part)
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else if (sc.Compare("rotate"))
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{
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sc.MustGetNumber();
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if (sc.Number != 0 && sc.Number !=90 && sc.Number != 180 && sc.Number != -90)
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{
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sc.ScriptError("Rotation must be 0, 90, 180 or -90 degrees");
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sc.Number = (((sc.Number + 90)%360)-90);
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if (sc.Number != 0 && sc.Number !=90 && sc.Number != 180 && sc.Number != -90)
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{
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sc.ScriptError("Rotation must be a multiple of 90 degrees.");
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}
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part.Rotate = (sc.Number / 90) & 3;
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}
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@ -212,6 +212,7 @@ class Inventory extends Actor
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action native A_BFGsound();
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action native A_FireBFG();
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action native A_ReFire();
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action native A_ClearReFire();
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action native A_CheckReload();
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action native A_GunFlash();
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action native A_Saw(optional coerce sound fullsound, optional coerce sound hitsound, optional eval int damage, optional class<Actor> pufftype);
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