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https://github.com/ZDoom/qzdoom.git
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# Conflicts: # src/posix/cocoa/i_video.mm
This commit is contained in:
commit
ebf33ed24e
23 changed files with 1295 additions and 1243 deletions
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@ -97,12 +97,9 @@ public:
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bool ResetAirSupply (bool playgasp = true);
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int GetMaxHealth(bool withupgrades = false) const;
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void TweakSpeeds (double &forwardmove, double &sidemove);
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void MorphPlayerThink ();
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void ActivateMorphWeapon ();
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AWeapon *PickNewWeapon (PClassActor *ammotype);
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AWeapon *BestWeapon (PClassActor *ammotype);
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void CheckWeaponSwitch(PClassActor *ammotype);
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void GiveDeathmatchInventory ();
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void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
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@ -111,8 +108,6 @@ public:
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// These are virtual on the script side only.
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void PlayIdle();
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void PlayRunning();
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void PlayAttacking ();
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void PlayAttacking2 ();
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const char *GetSoundClass () const;
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@ -567,8 +562,6 @@ inline bool AActor::IsNoClip2() const
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return false;
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}
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#define CROUCHSPEED (1./12)
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bool P_IsPlayerTotallyFrozen(const player_t *player);
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#endif // __D_PLAYER_H__
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@ -446,46 +446,6 @@ FState *AWeapon::GetReadyState ()
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return nullptr;
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}
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//===========================================================================
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//
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// AWeapon :: GetAtkState
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//
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//===========================================================================
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FState *AWeapon::GetAtkState (bool hold)
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{
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IFVIRTUAL(AWeapon, GetAtkState)
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{
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VMValue params[2] = { (DObject*)this, hold };
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VMReturn ret;
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FState *retval;
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ret.PointerAt((void**)&retval);
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VMCall(func, params, 2, &ret, 1);
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return retval;
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}
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return nullptr;
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}
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//===========================================================================
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//
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// AWeapon :: GetAtkState
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//
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//===========================================================================
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FState *AWeapon::GetAltAtkState (bool hold)
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{
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IFVIRTUAL(AWeapon, GetAltAtkState)
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{
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VMValue params[2] = { (DObject*)this, hold };
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VMReturn ret;
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FState *retval;
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ret.PointerAt((void**)&retval);
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VMCall(func, params, 2, &ret, 1);
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return retval;
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}
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return nullptr;
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}
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//===========================================================================
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//
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// AWeapon :: GetStateForButtonName
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@ -132,8 +132,6 @@ public:
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FState *GetUpState ();
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FState *GetDownState ();
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FState *GetReadyState ();
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FState *GetAtkState (bool hold);
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FState *GetAltAtkState (bool hold);
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FState *GetStateForButtonName (FName button);
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@ -1450,6 +1450,13 @@ bool FLevelLocals::IsJumpingAllowed() const
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return !(flags & LEVEL_JUMP_NO);
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}
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DEFINE_ACTION_FUNCTION(FLevelLocals, IsJumpingAllowed)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
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ACTION_RETURN_BOOL(self->IsJumpingAllowed());
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}
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//==========================================================================
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//
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//
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@ -1464,6 +1471,12 @@ bool FLevelLocals::IsCrouchingAllowed() const
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return !(flags & LEVEL_CROUCH_NO);
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}
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DEFINE_ACTION_FUNCTION(FLevelLocals, IsCrouchingAllowed)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
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ACTION_RETURN_BOOL(self->IsCrouchingAllowed());
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}
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//==========================================================================
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//
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//
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@ -1478,6 +1491,13 @@ bool FLevelLocals::IsFreelookAllowed() const
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return !(flags & LEVEL_FREELOOK_NO);
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}
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DEFINE_ACTION_FUNCTION(FLevelLocals, IsFreelookAllowed)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
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ACTION_RETURN_BOOL(self->IsFreelookAllowed());
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}
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//==========================================================================
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//
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//
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@ -1932,6 +1952,7 @@ DEFINE_FIELD_BIT(FLevelLocals, flags2, missilesactivateimpact, LEVEL2_MISSILESAC
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DEFINE_FIELD_BIT(FLevelLocals, flags2, monsterfallingdamage, LEVEL2_MONSTERFALLINGDAMAGE)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, checkswitchrange, LEVEL2_CHECKSWITCHRANGE)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, polygrind, LEVEL2_POLYGRIND)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, allowrespawn, LEVEL2_ALLOWRESPAWN)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, nomonsters, LEVEL2_NOMONSTERS)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, frozen, LEVEL2_FROZEN)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, infinite_flight, LEVEL2_INFINITE_FLIGHT)
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@ -76,7 +76,7 @@
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#include "gl/system//gl_interface.h"
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#include "vm.h"
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EXTERN_CVAR(Int, vid_renderer)
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extern int currentrenderer;
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CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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@ -164,7 +164,7 @@ void ADynamicLight::BeginPlay()
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specialf1 = DAngle(double(SpawnAngle)).Normalized360().Degrees;
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visibletoplayer = true;
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if (vid_renderer == 1 && gl.legacyMode && (flags4 & MF4_ATTENUATE))
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if (currentrenderer == 1 && gl.legacyMode && (flags4 & MF4_ATTENUATE))
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{
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args[LIGHT_INTENSITY] = args[LIGHT_INTENSITY] * 2 / 3;
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args[LIGHT_SECONDARY_INTENSITY] = args[LIGHT_SECONDARY_INTENSITY] * 2 / 3;
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@ -378,9 +378,13 @@ void FGameConfigFile::DoGlobalSetup ()
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if (var != NULL) var->ResetToDefault();
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var = FindCVar("uiscale", NULL);
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if (var != NULL) var->ResetToDefault();
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}
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if (last < 215)
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{
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// Previously a true/false boolean. Now an on/off/auto tri-state with auto as the default.
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FBaseCVar *var = FindCVar("snd_hrtf", NULL);
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if (var != NULL) var->ResetToDefault();
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}
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}
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}
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}
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@ -50,7 +50,7 @@
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#include "g_levellocals.h"
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#include "actorinlines.h"
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EXTERN_CVAR(Int, vid_renderer)
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extern int currentrenderer;
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//==========================================================================
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//
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@ -197,7 +197,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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// kg3D - software renderer only hack
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// this is really required because of ceilingclip and floorclip
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if((vid_renderer == 0) && (flags & FF_BOTHPLANES))
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if((currentrenderer == 0) && (flags & FF_BOTHPLANES))
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{
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P_Add3DFloor(sec, sec2, master, FF_EXISTS | FF_THISINSIDE | FF_RENDERPLANES | FF_NOSHADE | FF_SEETHROUGH | FF_SHOOTTHROUGH |
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(flags & (FF_INVERTSECTOR | FF_TRANSLUCENT | FF_ADDITIVETRANS)), alpha);
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@ -3270,6 +3270,14 @@ void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckFakeFloorTriggers)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(oldz);
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PARAM_BOOL_DEF(oldz_has_viewh);
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P_CheckFakeFloorTriggers(self, oldz, oldz_has_viewh);
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return 0;
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}
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//===========================================================================
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//
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// PlayerLandedOnThing
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269
src/p_pspr.cpp
269
src/p_pspr.cpp
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@ -126,6 +126,7 @@ DEFINE_FIELD(DPSprite, Next)
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DEFINE_FIELD(DPSprite, Owner)
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DEFINE_FIELD(DPSprite, Sprite)
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DEFINE_FIELD(DPSprite, Frame)
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DEFINE_FIELD(DPSprite, Flags)
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DEFINE_FIELD(DPSprite, ID)
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DEFINE_FIELD(DPSprite, processPending)
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DEFINE_FIELD(DPSprite, x)
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@ -601,82 +602,6 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, BringUpWeapon)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_FireWeapon
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//
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//---------------------------------------------------------------------------
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void P_FireWeapon (player_t *player, FState *state)
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{
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AWeapon *weapon;
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// [SO] 9/2/02: People were able to do an awful lot of damage
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// when they were observers...
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if (player->Bot == nullptr && bot_observer)
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{
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return;
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}
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weapon = player->ReadyWeapon;
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if (weapon == nullptr || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
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{
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return;
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}
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player->WeaponState &= ~WF_WEAPONBOBBING;
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player->mo->PlayAttacking ();
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weapon->bAltFire = false;
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if (state == nullptr)
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{
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state = weapon->GetAtkState(!!player->refire);
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}
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P_SetPsprite(player, PSP_WEAPON, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_FireWeaponAlt
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//
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//---------------------------------------------------------------------------
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void P_FireWeaponAlt (player_t *player, FState *state)
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{
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AWeapon *weapon;
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// [SO] 9/2/02: People were able to do an awful lot of damage
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// when they were observers...
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if (player->Bot == nullptr && bot_observer)
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{
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return;
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}
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weapon = player->ReadyWeapon;
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if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true))
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{
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return;
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}
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player->WeaponState &= ~WF_WEAPONBOBBING;
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player->mo->PlayAttacking ();
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weapon->bAltFire = true;
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if (state == nullptr)
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{
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state = weapon->GetAltAtkState(!!player->refire);
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}
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P_SetPsprite(player, PSP_WEAPON, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_DropWeapon
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@ -935,78 +860,6 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_WeaponReady)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponFire
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//
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// The player can fire the weapon.
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// [RH] This was in A_WeaponReady before, but that only works well when the
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// weapon's ready frames have a one tic delay.
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//
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//---------------------------------------------------------------------------
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void P_CheckWeaponFire (player_t *player)
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{
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon == NULL)
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return;
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// Check for fire. Some weapons do not auto fire.
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if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
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{
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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{
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player->attackdown = true;
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P_FireWeapon (player, NULL);
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return;
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}
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}
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else if ((player->WeaponState & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
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{
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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{
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player->attackdown = true;
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P_FireWeaponAlt (player, NULL);
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return;
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}
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}
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else
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{
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player->attackdown = false;
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}
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}
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|
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponSwitch
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//
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// The player can change to another weapon at this time.
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// [GZ] This was cut from P_CheckWeaponFire.
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//
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//---------------------------------------------------------------------------
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void P_CheckWeaponSwitch (player_t *player)
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{
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if (player == NULL)
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{
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return;
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}
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if ((player->WeaponState & WF_DISABLESWITCH) || // Weapon changing has been disabled.
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player->morphTics != 0) // Morphed classes cannot change weapons.
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{ // ...so throw away any pending weapon requests.
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player->PendingWeapon = WP_NOCHANGE;
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}
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|
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// Put the weapon away if the player has a pending weapon or has died, and
|
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// we're at a place in the state sequence where dropping the weapon is okay.
|
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if ((player->PendingWeapon != WP_NOCHANGE || player->health <= 0) &&
|
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player->WeaponState & WF_WEAPONSWITCHOK)
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{
|
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P_DropWeapon(player);
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}
|
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}
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|
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//---------------------------------------------------------------------------
|
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//
|
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// PROC P_CheckWeaponButtons
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|
@ -1046,53 +899,13 @@ static void P_CheckWeaponButtons (player_t *player)
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}
|
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}
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|
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//---------------------------------------------------------------------------
|
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//
|
||||
// PROC A_ReFire
|
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//
|
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// The player can re-fire the weapon without lowering it entirely.
|
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//
|
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//---------------------------------------------------------------------------
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|
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DEFINE_ACTION_FUNCTION(AStateProvider, A_ReFire)
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DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons)
|
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{
|
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_STATE_ACTION_DEF(state);
|
||||
A_ReFire(self, state);
|
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PARAM_SELF_PROLOGUE(APlayerPawn);
|
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P_CheckWeaponButtons(self->player);
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return 0;
|
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}
|
||||
|
||||
void A_ReFire(AActor *self, FState *state)
|
||||
{
|
||||
player_t *player = self->player;
|
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bool pending;
|
||||
|
||||
if (NULL == player)
|
||||
{
|
||||
return;
|
||||
}
|
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pending = player->PendingWeapon != WP_NOCHANGE && (player->WeaponState & WF_REFIRESWITCHOK);
|
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if ((player->cmd.ucmd.buttons & BT_ATTACK)
|
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&& !player->ReadyWeapon->bAltFire && !pending && player->health > 0)
|
||||
{
|
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player->refire++;
|
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P_FireWeapon (player, state);
|
||||
}
|
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else if ((player->cmd.ucmd.buttons & BT_ALTATTACK)
|
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&& player->ReadyWeapon->bAltFire && !pending && player->health > 0)
|
||||
{
|
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player->refire++;
|
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P_FireWeaponAlt (player, state);
|
||||
}
|
||||
else
|
||||
{
|
||||
player->refire = 0;
|
||||
player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire
|
||||
? AWeapon::AltFire : AWeapon::PrimaryFire, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_OverlayOffset
|
||||
|
@ -1459,80 +1272,6 @@ void P_SetupPsprites(player_t *player, bool startweaponup)
|
|||
P_BringUpWeapon (player);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
// PROC P_MovePsprites
|
||||
//
|
||||
// Called every tic by player thinking routine
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void player_t::TickPSprites()
|
||||
{
|
||||
DPSprite *pspr = psprites;
|
||||
while (pspr)
|
||||
{
|
||||
// Destroy the psprite if it's from a weapon that isn't currently selected by the player
|
||||
// or if it's from an inventory item that the player no longer owns.
|
||||
if ((pspr->Caller == nullptr ||
|
||||
(pspr->Caller->IsKindOf(RUNTIME_CLASS(AInventory)) && barrier_cast<AInventory *>(pspr->Caller)->Owner != pspr->Owner->mo) ||
|
||||
(pspr->Caller->IsKindOf(NAME_Weapon) && pspr->Caller != pspr->Owner->ReadyWeapon)))
|
||||
{
|
||||
pspr->Destroy();
|
||||
}
|
||||
else
|
||||
{
|
||||
pspr->Tick();
|
||||
}
|
||||
|
||||
pspr = pspr->Next;
|
||||
}
|
||||
|
||||
if ((health > 0) || (ReadyWeapon != nullptr && !(ReadyWeapon->WeaponFlags & WIF_NODEATHINPUT)))
|
||||
{
|
||||
if (ReadyWeapon == nullptr)
|
||||
{
|
||||
if (PendingWeapon != WP_NOCHANGE)
|
||||
P_BringUpWeapon(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
P_CheckWeaponSwitch(this);
|
||||
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
|
||||
{
|
||||
P_CheckWeaponFire(this);
|
||||
}
|
||||
// Check custom buttons
|
||||
P_CheckWeaponButtons(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
void DPSprite::Tick()
|
||||
{
|
||||
if (processPending)
|
||||
{
|
||||
// drop tic count and possibly change state
|
||||
if (Tics != -1) // a -1 tic count never changes
|
||||
{
|
||||
Tics--;
|
||||
|
||||
// [BC] Apply double firing speed.
|
||||
if ((Flags & PSPF_POWDOUBLE) && Tics && (Owner->mo->FindInventory (PClass::FindActor(NAME_PowerDoubleFiringSpeed), true)))
|
||||
Tics--;
|
||||
|
||||
if (!Tics)
|
||||
SetState(State->GetNextState());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
|
|
|
@ -103,7 +103,6 @@ private:
|
|||
DPSprite () {}
|
||||
|
||||
void Serialize(FSerializer &arc);
|
||||
void Tick();
|
||||
|
||||
public: // must be public to be able to generate the field export tables. Grrr...
|
||||
TObjPtr<AActor*> Caller;
|
||||
|
|
930
src/p_user.cpp
930
src/p_user.cpp
File diff suppressed because it is too large
Load diff
|
@ -116,6 +116,8 @@
|
|||
|
||||
DFrameBuffer *CreateGLSWFrameBuffer(int width, int height, bool bgra, bool fullscreen);
|
||||
|
||||
int currentrenderer;
|
||||
|
||||
CUSTOM_CVAR(Bool, vid_glswfb, true, CVAR_NOINITCALL | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
|
@ -135,11 +137,14 @@ CUSTOM_CVAR(Bool, swtruecolor, TRUECOLOR_DEFAULT, CVAR_ARCHIVE | CVAR_GLOBALCONF
|
|||
{
|
||||
// Strictly speaking this doesn't require a mode switch, but it is the easiest
|
||||
// way to force a CreateFramebuffer call without a lot of refactoring.
|
||||
extern int NewWidth, NewHeight, NewBits, DisplayBits;
|
||||
NewWidth = screen->GetWidth();
|
||||
NewHeight = screen->GetHeight();
|
||||
NewBits = DisplayBits;
|
||||
setmodeneeded = true;
|
||||
if (currentrenderer == 0)
|
||||
{
|
||||
extern int NewWidth, NewHeight, NewBits, DisplayBits;
|
||||
NewWidth = screen->GetWidth();
|
||||
NewHeight = screen->GetHeight();
|
||||
NewBits = DisplayBits;
|
||||
setmodeneeded = true;
|
||||
}
|
||||
}
|
||||
|
||||
CUSTOM_CVAR(Bool, fullscreen, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
|
@ -157,14 +162,12 @@ CUSTOM_CVAR(Bool, vid_autoswitch, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_
|
|||
Printf("You must restart " GAMENAME " to apply graphics switching mode\n");
|
||||
}
|
||||
|
||||
static int s_currentRenderer;
|
||||
|
||||
CUSTOM_CVAR(Int, vid_renderer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
// 0: Software renderer
|
||||
// 1: OpenGL renderer
|
||||
|
||||
if (self != s_currentRenderer)
|
||||
if (self != currentrenderer)
|
||||
{
|
||||
switch (self)
|
||||
{
|
||||
|
@ -657,7 +660,7 @@ DFrameBuffer* CocoaVideo::CreateFrameBuffer(const int width, const int height, c
|
|||
|
||||
DFrameBuffer* fb = NULL;
|
||||
|
||||
if (1 == s_currentRenderer)
|
||||
if (1 == currentrenderer)
|
||||
{
|
||||
fb = new OpenGLFrameBuffer(NULL, width, height, 32, 60, fullscreen);
|
||||
}
|
||||
|
@ -1360,13 +1363,13 @@ static void I_DeleteRenderer()
|
|||
|
||||
void I_CreateRenderer()
|
||||
{
|
||||
s_currentRenderer = vid_renderer;
|
||||
currentrenderer = vid_renderer;
|
||||
|
||||
if (NULL == Renderer)
|
||||
{
|
||||
extern FRenderer* gl_CreateInterface();
|
||||
|
||||
Renderer = 1 == s_currentRenderer
|
||||
Renderer = 1 == currentrenderer
|
||||
? gl_CreateInterface()
|
||||
: new FSoftwareRenderer;
|
||||
atterm(I_DeleteRenderer);
|
||||
|
|
|
@ -323,10 +323,13 @@ CUSTOM_CVAR(Bool, swtruecolor, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITC
|
|||
{
|
||||
// Strictly speaking this doesn't require a mode switch, but it is the easiest
|
||||
// way to force a CreateFramebuffer call without a lot of refactoring.
|
||||
NewWidth = screen->GetWidth();
|
||||
NewHeight = screen->GetHeight();
|
||||
NewBits = DisplayBits;
|
||||
setmodeneeded = true;
|
||||
if (currentrenderer == 0)
|
||||
{
|
||||
NewWidth = screen->GetWidth();
|
||||
NewHeight = screen->GetHeight();
|
||||
NewBits = DisplayBits;
|
||||
setmodeneeded = true;
|
||||
}
|
||||
}
|
||||
|
||||
CUSTOM_CVAR (Bool, fullscreen, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
|
|
|
@ -154,6 +154,7 @@ FCanvasTextureInfo *FCanvasTextureInfo::List;
|
|||
DVector3a view;
|
||||
DAngle viewpitch;
|
||||
|
||||
DEFINE_GLOBAL(LocalViewPitch);
|
||||
|
||||
// CODE --------------------------------------------------------------------
|
||||
static void R_Shutdown ();
|
||||
|
|
|
@ -66,7 +66,7 @@ EXTERN_CVAR (Float, snd_sfxvolume)
|
|||
CVAR (Int, snd_samplerate, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
CVAR (Int, snd_buffersize, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
CVAR (String, snd_output, "default", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
CVAR (Int, snd_hrtf, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
CVAR (Int, snd_hrtf, -1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
|
||||
#if !defined(NO_OPENAL)
|
||||
#define DEF_BACKEND "openal"
|
||||
|
|
|
@ -756,7 +756,7 @@ OpenALSoundRenderer::OpenALSoundRenderer()
|
|||
if(ALC.SOFT_HRTF)
|
||||
{
|
||||
attribs.Push(ALC_HRTF_SOFT);
|
||||
if(*snd_hrtf < 0)
|
||||
if(*snd_hrtf == 0)
|
||||
attribs.Push(ALC_FALSE);
|
||||
else if(*snd_hrtf > 0)
|
||||
attribs.Push(ALC_TRUE);
|
||||
|
|
|
@ -68,7 +68,7 @@ const char *GetVersionString();
|
|||
// Version stored in the ini's [LastRun] section.
|
||||
// Bump it if you made some configuration change that you want to
|
||||
// be able to migrate in FGameConfigFile::DoGlobalSetup().
|
||||
#define LASTRUNVERSION "214"
|
||||
#define LASTRUNVERSION "215"
|
||||
|
||||
// Protocol version used in demos.
|
||||
// Bump it if you change existing DEM_ commands or add new ones.
|
||||
|
|
|
@ -309,10 +309,10 @@ OptionValue "OffOn"
|
|||
1, "$OPTVAL_OFF"
|
||||
}
|
||||
|
||||
OptionValue OffAutoOn
|
||||
OptionValue AutoOffOn
|
||||
{
|
||||
-1, "$OPTVAL_OFF"
|
||||
0, "$OPTVAL_AUTO"
|
||||
-1, "$OPTVAL_AUTO"
|
||||
0, "$OPTVAL_OFF"
|
||||
1, "$OPTVAL_ON"
|
||||
}
|
||||
|
||||
|
@ -1636,7 +1636,7 @@ OptionMenu AdvSoundOptions
|
|||
{
|
||||
Title "$ADVSNDMNU_TITLE"
|
||||
Option "$ADVSNDMNU_SAMPLERATE", "snd_samplerate", "SampleRates"
|
||||
Option "$ADVSNDMNU_HRTF", "snd_hrtf", "OffAutoOn"
|
||||
Option "$ADVSNDMNU_HRTF", "snd_hrtf", "AutoOffOn"
|
||||
StaticText " "
|
||||
StaticText "$ADVSNDMNU_OPLSYNTHESIS", 1
|
||||
Slider "$ADVSNDMNU_OPLNUMCHIPS", "opl_numchips", 1, 8, 1, 0
|
||||
|
|
|
@ -44,6 +44,8 @@ class Actor : Thinker native
|
|||
const TELEFRAG_DAMAGE = 1000000;
|
||||
const MinVel = 1./65536;
|
||||
const LARGE_MASS = 10000000; // not INT_MAX on purpose
|
||||
const ORIG_FRICTION = (0xE800/65536.); // original value
|
||||
const ORIG_FRICTION_FACTOR = (2048/65536.); // original value
|
||||
|
||||
|
||||
// flags are not defined here, the native fields for those get synthesized from the internal tables.
|
||||
|
@ -540,6 +542,7 @@ class Actor : Thinker native
|
|||
native void SetXYZ(vector3 newpos);
|
||||
native Actor GetPointer(int aaptr);
|
||||
native double BulletSlope(out FTranslatedLineTarget pLineTarget = null, int aimflags = 0);
|
||||
native void CheckFakeFloorTriggers (double oldz, bool oldz_has_viewheight = false);
|
||||
|
||||
native bool CheckMissileSpawn(double maxdist);
|
||||
native bool CheckPosition(Vector2 pos, bool actorsonly = false, FCheckPosition tm = null);
|
||||
|
|
|
@ -42,6 +42,7 @@ struct _ native // These are the global variables, the struct is only here to av
|
|||
native readonly int Net_Arbitrator;
|
||||
native ui BaseStatusBar StatusBar;
|
||||
native readonly Weapon WP_NOCHANGE;
|
||||
native int LocalViewPitch;
|
||||
|
||||
}
|
||||
|
||||
|
@ -513,6 +514,7 @@ struct LevelLocals native
|
|||
native readonly bool checkswitchrange;
|
||||
native readonly bool polygrind;
|
||||
native readonly bool nomonsters;
|
||||
native readonly bool allowrespawn;
|
||||
native bool frozen;
|
||||
native readonly bool infinite_flight;
|
||||
native readonly bool no_dlg_freeze;
|
||||
|
@ -530,6 +532,9 @@ struct LevelLocals native
|
|||
native static void RemoveAllBots(bool fromlist);
|
||||
native void SetInterMusic(String nextmap);
|
||||
native String FormatMapName(int mapnamecolor);
|
||||
native bool IsJumpingAllowed() const;
|
||||
native bool IsCrouchingAllowed() const;
|
||||
native bool IsFreelookAllowed() const;
|
||||
|
||||
String TimeFormatted(bool totals = false)
|
||||
{
|
||||
|
|
|
@ -8,7 +8,43 @@ class StateProvider : Inventory native
|
|||
action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
|
||||
action native void A_WeaponReady(int flags = 0);
|
||||
|
||||
action native void A_ReFire(statelabel flash = null);
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_ReFire
|
||||
//
|
||||
// The player can re-fire the weapon without lowering it entirely.
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
action void A_ReFire(statelabel flash = null)
|
||||
{
|
||||
let player = self.player;
|
||||
bool pending;
|
||||
|
||||
if (NULL == player)
|
||||
{
|
||||
return;
|
||||
}
|
||||
pending = player.PendingWeapon != WP_NOCHANGE && (player.WeaponState & WF_REFIRESWITCHOK);
|
||||
if ((player.cmd.buttons & BT_ATTACK)
|
||||
&& !player.ReadyWeapon.bAltFire && !pending && player.health > 0)
|
||||
{
|
||||
player.refire++;
|
||||
player.mo.FireWeapon(ResolveState(flash));
|
||||
}
|
||||
else if ((player.cmd.buttons & BT_ALTATTACK)
|
||||
&& player.ReadyWeapon.bAltFire && !pending && player.health > 0)
|
||||
{
|
||||
player.refire++;
|
||||
player.mo.FireWeaponAlt(ResolveState(flash));
|
||||
}
|
||||
else
|
||||
{
|
||||
player.refire = 0;
|
||||
player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire? Weapon.AltFire : Weapon.PrimaryFire, true);
|
||||
}
|
||||
}
|
||||
|
||||
action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
|
||||
action native void A_ResetReloadCounter();
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -592,8 +592,8 @@ class StatusScreen abstract play version("2.5")
|
|||
PlayerInfo player = players[i];
|
||||
if (playeringame[i])
|
||||
{
|
||||
if ((player.buttons ^ player.oldbuttons) &&
|
||||
((player.buttons & player.oldbuttons) == player.oldbuttons) && player.Bot == NULL)
|
||||
if ((player.cmd.buttons ^ player.oldbuttons) &&
|
||||
((player.cmd.buttons & player.oldbuttons) == player.oldbuttons) && player.Bot == NULL)
|
||||
{
|
||||
acceleratestage = 1;
|
||||
playerready[i] = true;
|
||||
|
|
Loading…
Reference in a new issue