They were already clean of unwanted external references, but including this file made it hard to keep it that way.
This also moves a few useful definitions around to less 'dirty' headers.
* use std::string instead of FString
* replaced the single use of clamp with std::min/std::max.
* copied MAKE_ID macro into the source.
* use snprintf instead of mysnprintf
* use std::runtime_error instead of I_Error to abort on failed memory allocations.
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.
This made reviewing the code for accessing the global state hard, because the doomdef.h contains mainly constants, this particular item was the only thing in there that represents actual engine state.
- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
Hexen uses the spawn height value from the mapthing_t structure to offset the item when floatbobbing. With proper gravity handling enabled this method doesn't really work so as a workaround ZDoom will now enable a hidden compatibility option when playing any map with a Hexen format MAPINFO so that any positive value in this field will make P_ZMovement revert to the original method of setting the items height (excluding the floatbob offset, of course.)
This also removes some code from P_NightmareRespawn that originate from the original Hexen method for floatbobbing which aren't needed anymore
- For maps like xtheateriii that expect non-blocking push lines to
activate when you are standing on them and run into a completely different
line, there is now this compatiblity.txt-only flag.
ignored the Y locations of patches drawn on two-sided midtextures and always drew them at the
top of the texture. Added a compatibility flag.
SVN r3205 (trunk)
- Restored some original Doom behavior that received complaints from users:
* reactivated the old sliding against diagonal walls code and compatibility optioned it with COMPATF_WALLRUN.
* re-added the original hitscan checking code using a cross-section of the actor instead of the bounding box, compatibility optioned with COMPATF_HITSCAN.
SVN r2340 (trunk)
- extended compatibility text to allow changing line flags and setting line specials on specific linedefs.
- removed Strain MAP07 hack and replaced it by a clean 'clearlineflags' option.
- Added Doomo format translations for Sector_CopyScroller because this looks like something that might be useful for making
some Boom maps work without having to resort to compatibility.txt.
- added a compatibility setting for UAC Ultra MAP07 which exploited some undefined scrolling behavior in Boom.
(What lengths are we going to make sloppily created maps work? This entire commit was just to address this particular problem...)
SVN r2280 (trunk)