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https://github.com/ZDoom/raze-gles.git
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- merge fixes in Blood frontend code.
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parent
d83b3f34a3
commit
06f4138202
7 changed files with 34 additions and 38 deletions
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@ -2469,14 +2469,9 @@ const char *pzCrypticArts[] = {
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"CPART07.AR_", "CPART15.AR_"
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};
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const char* pzCrypticArts1[] = {
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"addons/Cryptic Passage/CPART07.ART", "addons/Cryptic Passage/CPART15.ART"
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};
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INIDESCRIPTION gINIDescription[] = {
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{ "BLOOD: One Unit Whole Blood", "BLOOD.INI", NULL, 0 },
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{ "Cryptic passage", "CRYPTIC.INI", pzCrypticArts, ARRAY_SSIZE(pzCrypticArts) },
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{ "Cryptic passage", "addons/Cryptic Passage/CRYPTIC.INI", pzCrypticArts1, ARRAY_SSIZE(pzCrypticArts1) }, // let's hope this works for the
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};
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bool AddINIFile(const char *pzFile, bool bForce = false)
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@ -355,16 +355,16 @@ void CounterCheck(int nSector) // 12
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for (int nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) {
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if (sprite[nSprite].type == nType) nCount++;
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}
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}
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if (nCount < nReq) {
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evPost(nSector, 6, 5, kCallbackCounterCheck);
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return;
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} else {
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//pXSector->waitTimeA = 0; //do not reset necessary objects counter to zero
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//pXSector->waitTimeA = 0; //do not reset necessary objects counter to zero
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trTriggerSector(nSector, pXSector, kCmdOn);
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pXSector->locked = 1; //lock sector, so it can be opened again later
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}
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pXSector->locked = 1; //lock sector, so it can be opened again later
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}
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}
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@ -491,16 +491,16 @@ void returnFlagToBase(int nSprite) // 17
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switch (pSprite->type) {
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case kItemFlagA:
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trTriggerSprite(pOwner->index, pXOwner, kCmdOn);
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sndStartSample(8003, 255, 2, 0);
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gBlueFlagDropped = false;
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viewSetMessage("Blue Flag returned to base.");
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break;
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sndStartSample(8003, 255, 2, 0);
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gBlueFlagDropped = false;
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viewSetMessage("Blue Flag returned to base.");
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break;
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case kItemFlagB:
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trTriggerSprite(pOwner->index, pXOwner, kCmdOn);
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sndStartSample(8002, 255, 2, 0);
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gRedFlagDropped = false;
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viewSetMessage("Red Flag returned to base.");
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break;
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sndStartSample(8002, 255, 2, 0);
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gRedFlagDropped = false;
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viewSetMessage("Red Flag returned to base.");
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break;
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}
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}
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evPost(pSprite->index, 3, 0, kCallbackRemove);
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@ -540,12 +540,8 @@ static inline void G_HandleAsync(void)
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netGetPackets();
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}
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#if defined HAVE_FLAC || defined HAVE_VORBIS
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# define FORMAT_UPGRADE_ELIGIBLE
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extern int32_t S_OpenAudio(const char *fn, char searchfirst, uint8_t ismusic);
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#else
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# define S_OpenAudio(fn, searchfirst, ismusic) kopen4loadfrommod(fn, searchfirst)
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#endif
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#pragma pack(push,1)
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@ -291,5 +291,6 @@ bool shrinkPlayerSize(PLAYER* pPlayer, int divider);
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bool growPlayerSize(PLAYER* pPlayer, int multiplier);
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bool resetPlayerSize(PLAYER* pPlayer);
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void deactivateSizeShrooms(PLAYER* pPlayer);
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PLAYER* getPlayerById(short id);
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END_BLD_NS
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@ -822,15 +822,15 @@ void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT event)
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PLAYER* pPlayer = NULL;
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if ((pPlayer = getPlayerById(pXSprite->data1)) == NULL) return;
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else if (event.cmd < kCmdNumberic) { // play qav as weapon qav
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switch (event.cmd) {
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case kCmdOff:
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switch (event.cmd) {
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case kCmdOff:
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if (gQavPlayerIndex == nSprite) {
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pXSprite->sysData1 = 0;
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pPlayer->atc.newWeapon = pPlayer->atbd = pXSprite->data4;
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gQavPlayerIndex = -1;
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WeaponRaise(pPlayer);
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WeaponRaise(pPlayer);
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}
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break;
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break;
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case kCmdOn: {
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if (gQavPlayerIndex == nSprite && !pXSprite->Interrutable) break;
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QAV* pQav = NULL; DICTNODE* hQav = gSysRes.Lookup(pXSprite->data2, "QAV");
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@ -842,7 +842,7 @@ void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT event)
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xsprite[sprite[gQavPlayerIndex].extra].data4 = 0;
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}
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WeaponLower(pPlayer);
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WeaponLower(pPlayer);
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pQav = (QAV*)gSysRes.Load(hQav); weaponQAV[kFreeQAVEntry] = pQav;
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pXSprite->busyTime = (((pQav->at10) / 12) * 120) / 10;
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@ -850,14 +850,14 @@ void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT event)
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pXSprite->sysData1 = pXSprite->waitTime; // how many times animation should be played
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gQavPlayerIndex = nSprite;
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}
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break;
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}
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break;
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}
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default:
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default:
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if (gQavPlayerIndex != nSprite) evPost(nSprite, 3, 0, kCmdOn);
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else evPost(nSprite, 3, 0, kCmdOff);
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break;
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}
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else evPost(nSprite, 3, 0, kCmdOff);
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break;
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}
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} else if (event.cmd < kCmdNumbericMax) {
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switch (event.cmd) {
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case kCmdNumberic: // player life form
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@ -1415,8 +1415,8 @@ void usePropertiesChanger(XSPRITE* pXSource, short objType, int objIndex) {
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// adding physics sprite in list
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if ((flags & kPhysGravity) != 0 || (flags & kPhysMove) != 0) {
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if (nIndex != -1) pXSprite->physAttr = flags; // just update physics attributes
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else if ((nIndex = debrisGetFreeIndex()) < 0)
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if (nIndex != -1) pXSprite->physAttr = flags; // just update physics attributes
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else if ((nIndex = debrisGetFreeIndex()) < 0)
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viewSetSystemMessage("Max (%d) Physics affected sprites reached!", kMaxSuperXSprites);
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else {
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@ -1579,10 +1579,10 @@ void useEffectGen(XSPRITE * pXSource, spritetype * pSprite) {
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int fxId = pXSource->data2 + Random(pXSource->data3);
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int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); spritetype * pEffect = NULL;
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if (fxId > 0 && fxId < 57 && (pEffect = gFX.fxSpawn((FX_ID) fxId, pSprite->sectnum, pSprite->x, pSprite->y, top, 0)) != NULL) {
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if ((pEffect->cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (pEffect->cstat & CSTAT_SPRITE_ONE_SIDED))
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pEffect->cstat &= ~CSTAT_SPRITE_ONE_SIDED;
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if ((pEffect->cstat & CSTAT_SPRITE_ALIGNMENT_WALL) && (pEffect->cstat & CSTAT_SPRITE_ONE_SIDED))
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pEffect->cstat &= ~CSTAT_SPRITE_ONE_SIDED;
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if (pSprite->flags & kModernTypeFlag1) {
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if (pEffect->pal <= 0) pEffect->pal = pSprite->pal;
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@ -3732,7 +3732,7 @@ void pastePropertiesInObj(int type, int nDest, EVENT event) {
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} else if (pSource->type == kModernObjPropertiesChanger) {
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/* - properties changer can change various properties - */
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usePropertiesChanger(pXSource, type, nDest);
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}
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}
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}
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// By NoOne: the following functions required for kModernDudeTargetChanger
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@ -52,6 +52,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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#define kQAVEnd 125
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void FirePitchfork(int, PLAYER *pPlayer);
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void FireSpray(int, PLAYER *pPlayer);
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void ThrowCan(int, PLAYER *pPlayer);
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@ -29,6 +29,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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QAV* weaponQAV[];
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void WeaponInit(void);
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void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5);
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void WeaponRaise(PLAYER *pPlayer);
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