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- added Gez's latest bugfix patch.
SVN r1836 (trunk)
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parent
5910d90a19
commit
e5357d1b65
4 changed files with 9 additions and 5 deletions
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@ -1602,7 +1602,7 @@ static void SetPointer(FState *state, PSymbol *sym, int frame = 0)
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}
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}
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else
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else
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{
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{
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FString symname = sym->SymbolName;
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FString symname = sym->SymbolName.GetChars();
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state->SetAction(static_cast<PSymbolActionFunction*>(sym));
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state->SetAction(static_cast<PSymbolActionFunction*>(sym));
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// Note: CompareNoCase() calls stricmp() and therefore returns 0 when they're the same.
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// Note: CompareNoCase() calls stricmp() and therefore returns 0 when they're the same.
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@ -178,8 +178,8 @@ static int P_Set3DFloor(line_t * line, int param,int param2, int alpha)
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l->frontsector->ColorMap =
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l->frontsector->ColorMap =
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GetSpecialLights (l->frontsector->ColorMap->Color,
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GetSpecialLights (l->frontsector->ColorMap->Color,
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vavoomcolors[l->args[0]]&VC_COLORMASK,
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(unsigned int)(vavoomcolors[l->args[0]]&VC_COLORMASK),
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(vavoomcolors[l->args[0]]&VC_ALPHAMASK)>>24);
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(unsigned int)(vavoomcolors[l->args[0]]&VC_ALPHAMASK)>>24);
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// l->frontsector->ColorMap->Desaturate);
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// l->frontsector->ColorMap->Desaturate);
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}
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}
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alpha=(alpha*255)/100;
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alpha=(alpha*255)/100;
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@ -40,7 +40,11 @@ typedef enum
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} ffloortype_e;
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} ffloortype_e;
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// This is for the purpose of Sector_SetContents:
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// This is for the purpose of Sector_SetContents:
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enum E3DFloorContents : unsigned int
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#ifdef _MSC_VER
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enum : unsigned int // MSVC is apparently the only compiler that supports this syntax
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#else
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enum
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#endif
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{
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{
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VC_EMPTY = 0, // Here's the original values of the color shifts in Vavoom, and in ARGB:
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VC_EMPTY = 0, // Here's the original values of the color shifts in Vavoom, and in ARGB:
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VC_WATER = 0x80825032, // 130, 80, 50, 128 -> 80.82.50.32 (was 0x101080)
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VC_WATER = 0x80825032, // 130, 80, 50, 128 -> 80.82.50.32 (was 0x101080)
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@ -5416,7 +5416,7 @@ fixed_t AActor::GetGravity() const
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// (left precisely the same as MBF even though it doesn't make much sense.)
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// (left precisely the same as MBF even though it doesn't make much sense.)
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bool AActor::IsSentient() const
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bool AActor::IsSentient() const
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{
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{
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return health > 0 || SeeState != NULL;
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return health > 0 && SeeState != NULL;
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}
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}
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