- added Gez's latest bugfix patch.

SVN r1836 (trunk)
This commit is contained in:
Christoph Oelckers 2009-09-15 17:19:30 +00:00
parent 5910d90a19
commit e5357d1b65
4 changed files with 9 additions and 5 deletions

View file

@ -1602,7 +1602,7 @@ static void SetPointer(FState *state, PSymbol *sym, int frame = 0)
} }
else else
{ {
FString symname = sym->SymbolName; FString symname = sym->SymbolName.GetChars();
state->SetAction(static_cast<PSymbolActionFunction*>(sym)); state->SetAction(static_cast<PSymbolActionFunction*>(sym));
// Note: CompareNoCase() calls stricmp() and therefore returns 0 when they're the same. // Note: CompareNoCase() calls stricmp() and therefore returns 0 when they're the same.

View file

@ -178,8 +178,8 @@ static int P_Set3DFloor(line_t * line, int param,int param2, int alpha)
l->frontsector->ColorMap = l->frontsector->ColorMap =
GetSpecialLights (l->frontsector->ColorMap->Color, GetSpecialLights (l->frontsector->ColorMap->Color,
vavoomcolors[l->args[0]]&VC_COLORMASK, (unsigned int)(vavoomcolors[l->args[0]]&VC_COLORMASK),
(vavoomcolors[l->args[0]]&VC_ALPHAMASK)>>24); (unsigned int)(vavoomcolors[l->args[0]]&VC_ALPHAMASK)>>24);
// l->frontsector->ColorMap->Desaturate); // l->frontsector->ColorMap->Desaturate);
} }
alpha=(alpha*255)/100; alpha=(alpha*255)/100;

View file

@ -40,7 +40,11 @@ typedef enum
} ffloortype_e; } ffloortype_e;
// This is for the purpose of Sector_SetContents: // This is for the purpose of Sector_SetContents:
enum E3DFloorContents : unsigned int #ifdef _MSC_VER
enum : unsigned int // MSVC is apparently the only compiler that supports this syntax
#else
enum
#endif
{ {
VC_EMPTY = 0, // Here's the original values of the color shifts in Vavoom, and in ARGB: VC_EMPTY = 0, // Here's the original values of the color shifts in Vavoom, and in ARGB:
VC_WATER = 0x80825032, // 130, 80, 50, 128 -> 80.82.50.32 (was 0x101080) VC_WATER = 0x80825032, // 130, 80, 50, 128 -> 80.82.50.32 (was 0x101080)

View file

@ -5416,7 +5416,7 @@ fixed_t AActor::GetGravity() const
// (left precisely the same as MBF even though it doesn't make much sense.) // (left precisely the same as MBF even though it doesn't make much sense.)
bool AActor::IsSentient() const bool AActor::IsSentient() const
{ {
return health > 0 || SeeState != NULL; return health > 0 && SeeState != NULL;
} }