mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 04:51:19 +00:00
- Fixed: UseType was not properly set for textures defined in TEXTURES.
- Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Fixed some problems with last revision. SVN r1040 (trunk)
This commit is contained in:
parent
d4c8cdf45a
commit
de53c3cd4c
5 changed files with 23 additions and 8 deletions
|
@ -1,4 +1,6 @@
|
|||
June 16, 2008 (Changes by Graf Zahl)
|
||||
- Fixed: UseType was not properly set for textures defined in TEXTURES.
|
||||
- Fixed: You couldn't set an offset for sprites defined in TEXTURES.
|
||||
- Added read barriers to all actor pointers within player_t except for
|
||||
mo, ReadyWeapon and PendingWeapon.
|
||||
|
||||
|
|
|
@ -275,7 +275,7 @@ public:
|
|||
|
||||
angle_t angle; // The wanted angle that the bot try to get every tic.
|
||||
// (used to get a smoth view movement)
|
||||
TobjPtr<AActor> dest; // Move Destination.
|
||||
TObjPtr<AActor> dest; // Move Destination.
|
||||
TObjPtr<AActor> prev; // Previous move destination.
|
||||
|
||||
|
||||
|
|
|
@ -3135,12 +3135,14 @@ void M_Drawer ()
|
|||
int i, x, y, max;
|
||||
PalEntry fade = 0;
|
||||
|
||||
const player_t *player = &players[consoleplayer];
|
||||
if (!screen->Accel2D && player->camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
|
||||
player_t *player = &players[consoleplayer];
|
||||
AActor *camera = player->camera;
|
||||
|
||||
if (!screen->Accel2D && camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
|
||||
{
|
||||
if (player->camera->player != NULL)
|
||||
if (camera->player != NULL)
|
||||
{
|
||||
player = player->camera->player;
|
||||
player = camera->player;
|
||||
}
|
||||
fade = PalEntry (BYTE(player->BlendA*255), BYTE(player->BlendR*255), BYTE(player->BlendG*255), BYTE(player->BlendB*255));
|
||||
}
|
||||
|
|
|
@ -322,7 +322,7 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
|
|||
if (last_mate == old) last_mate = replacement, changed++;
|
||||
if (ReadyWeapon == old) ReadyWeapon = static_cast<AWeapon *>(rep), changed++;
|
||||
if (PendingWeapon == old) PendingWeapon = static_cast<AWeapon *>(rep), changed++;
|
||||
if (PremorphWeapon == old) PremorphWeaon = static_cast<AWeapon *>(rep), changed++;
|
||||
if (PremorphWeapon == old) PremorphWeapon = static_cast<AWeapon *>(rep), changed++;
|
||||
if (ConversationNPC == old) ConversationNPC = replacement, changed++;
|
||||
if (ConversationPC == old) ConversationPC = replacement, changed++;
|
||||
return changed;
|
||||
|
|
|
@ -1166,7 +1166,7 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
|
|||
sc.MustGetStringName(",");
|
||||
sc.MustGetNumber();
|
||||
Height = sc.Number;
|
||||
UseType = FTexture::TEX_Override;
|
||||
UseType = usetype;
|
||||
|
||||
if (sc.CheckString("{"))
|
||||
{
|
||||
|
@ -1203,6 +1203,18 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
|
|||
part.Texture = NULL;
|
||||
part.Translation = NULL;
|
||||
}
|
||||
else if (sc.Compare("Offset"))
|
||||
{
|
||||
sc.MustGetNumber();
|
||||
LeftOffset = sc.Number;
|
||||
sc.MustGetStringName(",");
|
||||
sc.MustGetNumber();
|
||||
TopOffset = sc.Number;
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.ScriptError("Unknown texture property '%s'", sc.String);
|
||||
}
|
||||
}
|
||||
|
||||
NumParts = parts.Size();
|
||||
|
@ -1223,7 +1235,6 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
|
|||
bRedirect = true;
|
||||
}
|
||||
}
|
||||
//DefinitionLump = sc.G deflumpnum;
|
||||
}
|
||||
sc.SetCMode(false);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue