mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 08:30:58 +00:00
Merge branch '0.7'
This commit is contained in:
commit
0ddf53a3ef
8 changed files with 21 additions and 36 deletions
|
@ -167,6 +167,7 @@ void GameInterface::LevelCompleted(MapRecord *map, int skill)
|
||||||
{
|
{
|
||||||
JobDesc job = { Create<DBloodSummaryScreen>() };
|
JobDesc job = { Create<DBloodSummaryScreen>() };
|
||||||
sndStartSample(268, 128, -1, false, CHANF_UI);
|
sndStartSample(268, 128, -1, false, CHANF_UI);
|
||||||
|
Mus_Stop();
|
||||||
RunScreenJob(&job, 1, [=](bool)
|
RunScreenJob(&job, 1, [=](bool)
|
||||||
{
|
{
|
||||||
soundEngine->StopAllChannels();
|
soundEngine->StopAllChannels();
|
||||||
|
|
|
@ -163,7 +163,6 @@ static void GameTicker()
|
||||||
case ga_completed:
|
case ga_completed:
|
||||||
FX_StopAllSounds();
|
FX_StopAllSounds();
|
||||||
FX_SetReverb(0);
|
FX_SetReverb(0);
|
||||||
Mus_Stop();
|
|
||||||
if (g_nextmap == currentLevel)
|
if (g_nextmap == currentLevel)
|
||||||
{
|
{
|
||||||
// if the same level is restarted, skip any progression stuff like summary screens or cutscenes.
|
// if the same level is restarted, skip any progression stuff like summary screens or cutscenes.
|
||||||
|
|
|
@ -41,7 +41,7 @@ const char *GetVersionString();
|
||||||
|
|
||||||
/** Lots of different version numbers **/
|
/** Lots of different version numbers **/
|
||||||
|
|
||||||
#define VERSIONSTR "0.7.0 alpha"
|
#define VERSIONSTR "0.7.1 alpha"
|
||||||
|
|
||||||
// The version as seen in the Windows resource
|
// The version as seen in the Windows resource
|
||||||
#define RC_FILEVERSION 0,7,0,0
|
#define RC_FILEVERSION 0,7,0,0
|
||||||
|
|
|
@ -47,6 +47,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||||
#include "core/menu/menu.h"
|
#include "core/menu/menu.h"
|
||||||
#include "d_net.h"
|
#include "d_net.h"
|
||||||
#include "automap.h"
|
#include "automap.h"
|
||||||
|
#include "raze_music.h"
|
||||||
|
|
||||||
BEGIN_PS_NS
|
BEGIN_PS_NS
|
||||||
|
|
||||||
|
@ -221,6 +222,7 @@ void GameInterface::NewGame(MapRecord *map, int skill)
|
||||||
|
|
||||||
void GameInterface::LevelCompleted(MapRecord *map, int skill)
|
void GameInterface::LevelCompleted(MapRecord *map, int skill)
|
||||||
{
|
{
|
||||||
|
Mus_Stop();
|
||||||
if (currentLevel->levelNumber == 0) gameaction = ga_mainmenu;
|
if (currentLevel->levelNumber == 0) gameaction = ga_mainmenu;
|
||||||
else Intermission(currentLevel, map);
|
else Intermission(currentLevel, map);
|
||||||
}
|
}
|
||||||
|
|
|
@ -329,7 +329,8 @@ public:
|
||||||
260, 290,VICTORY1 + 5,86,59,
|
260, 290,VICTORY1 + 5,86,59,
|
||||||
290, 320,VICTORY1 + 6,86,59,
|
290, 320,VICTORY1 + 6,86,59,
|
||||||
320, 350,VICTORY1 + 7,86,59,
|
320, 350,VICTORY1 + 7,86,59,
|
||||||
350, 380,VICTORY1 + 8,86,59
|
350, 380,VICTORY1 + 8,86,59,
|
||||||
|
350, 380,VICTORY1 + 8,86,59,
|
||||||
};
|
};
|
||||||
|
|
||||||
auto translation = TRANSLATION(Translation_BasePalettes, ENDINGPAL);
|
auto translation = TRANSLATION(Translation_BasePalettes, ENDINGPAL);
|
||||||
|
@ -612,15 +613,17 @@ static void bonussequence_d(int num, JobDesc *jobs, int &job)
|
||||||
{
|
{
|
||||||
case 0:
|
case 0:
|
||||||
jobs[job++] = { Create<DEpisode1End1>(), nullptr };
|
jobs[job++] = { Create<DEpisode1End1>(), nullptr };
|
||||||
jobs[job++] = { Create<DImageScreen>(E1ENDSCREEN, DScreenJob::fadein|DScreenJob::fadeout, 0x7fffffff), nullptr };
|
jobs[job++] = { Create<DImageScreen>(E1ENDSCREEN, DScreenJob::fadein|DScreenJob::fadeout, 0x7fffffff), []() { Mus_Stop(); } };
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 1:
|
case 1:
|
||||||
|
Mus_Stop();
|
||||||
jobs[job++] = { PlayVideo("cineov2.anm", cineov2sound, framespeed_18), []() { S_PlaySound(PIPEBOMB_EXPLODE, CHAN_AUTO, CHANF_UI); } };
|
jobs[job++] = { PlayVideo("cineov2.anm", cineov2sound, framespeed_18), []() { S_PlaySound(PIPEBOMB_EXPLODE, CHAN_AUTO, CHANF_UI); } };
|
||||||
jobs[job++] = { Create<DImageScreen>(E2ENDSCREEN, DScreenJob::fadein | DScreenJob::fadeout, 0x7fffffff), []() { FX_StopAllSounds(); } };
|
jobs[job++] = { Create<DImageScreen>(E2ENDSCREEN, DScreenJob::fadein | DScreenJob::fadeout, 0x7fffffff), []() { FX_StopAllSounds(); } };
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 2:
|
case 2:
|
||||||
|
Mus_Stop();
|
||||||
if (g_gameType & GAMEFLAG_DUKEDC)
|
if (g_gameType & GAMEFLAG_DUKEDC)
|
||||||
{
|
{
|
||||||
jobs[job++] = { PlayVideo("radlogo.anm", dukedcsound, framespeed_10), nullptr };
|
jobs[job++] = { PlayVideo("radlogo.anm", dukedcsound, framespeed_10), nullptr };
|
||||||
|
@ -636,6 +639,7 @@ static void bonussequence_d(int num, JobDesc *jobs, int &job)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 3:
|
case 3:
|
||||||
|
Mus_Stop();
|
||||||
jobs[job++] = { PlayVideo("vol4e1.anm", vol4e1, framespeed_10), nullptr };
|
jobs[job++] = { PlayVideo("vol4e1.anm", vol4e1, framespeed_10), nullptr };
|
||||||
jobs[job++] = { PlayVideo("vol4e2.anm", vol4e2, framespeed_10), nullptr };
|
jobs[job++] = { PlayVideo("vol4e2.anm", vol4e2, framespeed_10), nullptr };
|
||||||
jobs[job++] = { PlayVideo("vol4e3.anm", vol4e3, framespeed_10), []() { S_PlaySound(ENDSEQVOL3SND4, CHAN_AUTO, CHANF_UI); } };
|
jobs[job++] = { PlayVideo("vol4e3.anm", vol4e3, framespeed_10), []() { S_PlaySound(ENDSEQVOL3SND4, CHAN_AUTO, CHANF_UI); } };
|
||||||
|
@ -645,6 +649,7 @@ static void bonussequence_d(int num, JobDesc *jobs, int &job)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 4:
|
case 4:
|
||||||
|
Mus_Stop();
|
||||||
jobs[job++] = { Create<DEpisode5End>(), []() { FX_StopAllSounds(); } };
|
jobs[job++] = { Create<DEpisode5End>(), []() { FX_StopAllSounds(); } };
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -1001,12 +1006,13 @@ void dobonus_d(int bonusonly, const CompletionFunc& completion)
|
||||||
int job = 0;
|
int job = 0;
|
||||||
|
|
||||||
FX_StopAllSounds();
|
FX_StopAllSounds();
|
||||||
Mus_Stop();
|
|
||||||
|
|
||||||
if (bonusonly < 0 && numplayers < 2 && ud.from_bonus == 0)
|
if (bonusonly < 0 && numplayers < 2 && ud.from_bonus == 0)
|
||||||
{
|
{
|
||||||
bonussequence_d(volfromlevelnum(currentLevel->levelNumber), jobs, job);
|
bonussequence_d(volfromlevelnum(currentLevel->levelNumber), jobs, job);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
Mus_Stop();
|
||||||
|
|
||||||
if (playerswhenstarted > 1 && ud.coop != 1)
|
if (playerswhenstarted > 1 && ud.coop != 1)
|
||||||
{
|
{
|
||||||
|
|
|
@ -286,7 +286,6 @@ static bool cheatItems(int player)
|
||||||
|
|
||||||
static bool cheatLevel(cheatseq_t *s)
|
static bool cheatLevel(cheatseq_t *s)
|
||||||
{
|
{
|
||||||
// Fixme: This should be broadcast as a net event once things are up again.
|
|
||||||
lastlevel = 0;
|
lastlevel = 0;
|
||||||
int volnume,levnume;
|
int volnume,levnume;
|
||||||
volnume = s->Args[0] - '0' - 1;
|
volnume = s->Args[0] - '0' - 1;
|
||||||
|
|
|
@ -828,21 +828,10 @@ void displayweapon_d(int snum, double smoothratio)
|
||||||
if (*kb == 2)
|
if (*kb == 2)
|
||||||
l -= 3;
|
l -= 3;
|
||||||
{
|
{
|
||||||
double x, y;
|
|
||||||
short tilenum;
|
|
||||||
signed char shade;
|
|
||||||
char orientation;
|
|
||||||
x = (l - look_anghalf);
|
|
||||||
y = (looking_arc + 244 - gun_pos);
|
|
||||||
tilenum = FIRSTGUN + kb_frames[*kb];
|
|
||||||
shade = gs;
|
|
||||||
orientation = 2;
|
|
||||||
|
|
||||||
|
|
||||||
hud_drawpal(
|
hud_drawpal(
|
||||||
x,
|
(l - look_anghalf),
|
||||||
y,
|
(looking_arc + 244 - gun_pos),
|
||||||
tilenum,
|
FIRSTGUN + kb_frames[*kb],
|
||||||
gs, 2, pal);
|
gs, 2, pal);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -865,30 +854,18 @@ void displayweapon_d(int snum, double smoothratio)
|
||||||
hud_drawpal(124 + (kickback_pic * 2.) - look_anghalf, looking_arc + 430 - gun_pos - (kickback_pic * 8.), FIRSTGUN + 6, gs, o | pin, pal);
|
hud_drawpal(124 + (kickback_pic * 2.) - look_anghalf, looking_arc + 430 - gun_pos - (kickback_pic * 8.), FIRSTGUN + 6, gs, o | pin, pal);
|
||||||
hud_drawpal(224 - look_anghalf, looking_arc + 220 - gun_pos, pic_5, gs, o | pin, pal);
|
hud_drawpal(224 - look_anghalf, looking_arc + 220 - gun_pos, pic_5, gs, o | pin, pal);
|
||||||
}
|
}
|
||||||
else if (*kb < (reload_time - 12))
|
else if (*kb < (isNamWW2GI()? (reload_time - 12) : 23))
|
||||||
{
|
{
|
||||||
hud_drawpal(184 - look_anghalf, looking_arc + 235 - gun_pos, FIRSTGUN + 8, gs, o | pin, pal);
|
hud_drawpal(184 - look_anghalf, looking_arc + 235 - gun_pos, FIRSTGUN + 8, gs, o | pin, pal);
|
||||||
hud_drawpal(224 - look_anghalf, looking_arc + 210 - gun_pos, pic_5, gs, o | pin, pal);
|
hud_drawpal(224 - look_anghalf, looking_arc + 210 - gun_pos, pic_5, gs, o | pin, pal);
|
||||||
}
|
}
|
||||||
else if (*kb < (reload_time - 6))
|
else if (*kb < (isNamWW2GI()? (reload_time - 6) : 25))
|
||||||
{
|
{
|
||||||
hud_drawpal(164 - look_anghalf, looking_arc + 245 - gun_pos, FIRSTGUN + 8, gs, o | pin, pal);
|
hud_drawpal(164 - look_anghalf, looking_arc + 245 - gun_pos, FIRSTGUN + 8, gs, o | pin, pal);
|
||||||
hud_drawpal(224 - look_anghalf, looking_arc + 220 - gun_pos, pic_5, gs, o | pin, pal);
|
hud_drawpal(224 - look_anghalf, looking_arc + 220 - gun_pos, pic_5, gs, o | pin, pal);
|
||||||
}
|
}
|
||||||
else if (*kb < (reload_time))
|
else if (*kb < (isNamWW2GI()? reload_time : 27))
|
||||||
hud_drawpal(194 - look_anghalf, looking_arc + 235 - gun_pos, pic_5, gs, o, pal);
|
hud_drawpal(194 - look_anghalf, looking_arc + 235 - gun_pos, pic_5, gs, o, pal);
|
||||||
else if (*kb < 23)
|
|
||||||
{
|
|
||||||
hud_drawpal(184 - look_anghalf, looking_arc + 235 - gun_pos, FIRSTGUN + 8, gs, o | pin, pal);
|
|
||||||
hud_drawpal(224 - look_anghalf, looking_arc + 210 - gun_pos, pic_5, gs, o | pin, pal);
|
|
||||||
}
|
|
||||||
else if (*kb < 25)
|
|
||||||
{
|
|
||||||
hud_drawpal(164 - look_anghalf, looking_arc + 245 - gun_pos, FIRSTGUN + 8, gs, o | pin, pal);
|
|
||||||
hud_drawpal(224 - look_anghalf, looking_arc + 220 - gun_pos, pic_5, gs, o | pin, pal);
|
|
||||||
}
|
|
||||||
else if (*kb < 27)
|
|
||||||
hud_drawpal(194 - look_anghalf, looking_arc + 235 - gun_pos, pic_5, gs, o | pin, pal);
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -1078,6 +1078,7 @@ void exitlevel(MapRecord *nextlevel)
|
||||||
// Clear potentially loaded per-map ART only after the bonus screens.
|
// Clear potentially loaded per-map ART only after the bonus screens.
|
||||||
artClearMapArt();
|
artClearMapArt();
|
||||||
gameaction = ga_level;
|
gameaction = ga_level;
|
||||||
|
ud.eog = false;
|
||||||
if (endofgame)
|
if (endofgame)
|
||||||
{
|
{
|
||||||
if (ud.multimode < 2)
|
if (ud.multimode < 2)
|
||||||
|
|
Loading…
Reference in a new issue