were created, so they were all NULL, and the Dehacked ammo modification loop failed to
find any of them in the weapon. The result being that all standard weapons were left with an
AmmoUse1 of 0.
SVN r3925 (scripting)
the DObject serialization template. Therefore, FArchive::SerializeObject() needs to be
able to handle them specially from other objects.
SVN r3924 (scripting)
- Changed Actor's Damage property into an actual function. All access to the damage property
must now be done through GetMissileDamage. actor->GetMissileDamage(0, 1) is equivalent
to the former actor->Damage, for the case where actor->Damage was not an expression. (I
suppose I will probably need to make a thunk for DECORATE expressions that want to read it.)
- Cleaned up some decorate expression evaluation functions that are no longer used.
SVN r3919 (scripting)
actors with names that conflicted with preceding actors from being freed, even though they
can still be accessed via PClassActor::AllActorClasses, which gets iterated over in a number
of places. (e.g. Zen Dynamics defines a Grenade actor, although there is one in zdoom.pk3 now.
The Zen Dynamics' version would not go in the TypeTable, so it would be collected on map load,
leading to a crash when attempts to access it through AllActorClasses are made.)
SVN r3908 (scripting)
one name in its label. This avoids the alloca and security cookie calls.
- Consolidated lots of copy-pasted code in thingdef_expression.cpp to install helper functions
into FindDecorateBuiltinFunction().
SVN r3907 (scripting)
about this now. I spent three days trying to figure out why the VC++ debug version was so slow.
It turns out I had a conditional breakpoint set in a high-traffic area. D'oh!
The rest of this stuff should get merged into trunk:
- Fixed: Writing to debugfile uses the standard fprintf, which does not understand %td on VC++.
- Fixed: Instead of crashing when a sprite has been scaled to 0, just don't draw it.
SVN r3896 (scripting)
become ungodly slow when using mods with complex DECORATE. The GCC debug builds run just
fine, however. Hopefully this is something that can be fixed later with an assembly-optimized
version of the main VM loop, because I don't relish the thought of being stuck with GDB
for debugging.)
- Fixed: The ACS_Named* action specials were erroneously defined as taking strings instead of
names.
- Fixed: Copy-paste error caused FxMultiNameState::Emit to generate code that called
DecoNameToClass instead of DecoFindMultiNameState.
- Updated FxActionSpecialCall::Emit for named script specials.
- Fixed inverted asserts for FxMinusSign::Emit and FxUnaryNotBitwise::Emit.
SVN r3893 (scripting)
that it can't be used as an infinite source of ammo when sv_weaponstay is true).
- Fixed: WeaponGiver should not remember the given weapon after it is picked up (to avoid giving
a weapon owned by one player to a different player when sv_weaponstay is true).
SVN r3886 (trunk)
passes doubles to functions anyway.
- Fixed: FRemapTable::AddDesaturation() excluded the final entry from the loop. Also, it was
less forgiving than AddColorRange, in that it did not support ranges in descending order.
SVN r3875 (trunk)