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https://github.com/ZDoom/raze-gles.git
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More fixes
git-svn-id: https://svn.eduke32.com/eduke32@919 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
92d52d8071
commit
6191c05299
6 changed files with 37 additions and 26 deletions
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@ -962,7 +962,7 @@ void movedummyplayers(void)
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p = sprite[OW].yvel;
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if (g_player[p].ps->on_crane >= 0 || sector[g_player[p].ps->cursectnum].lotag != 1 || sprite[g_player[p].ps->i].extra <= 0)
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if (g_player[p].ps->on_crane >= 0 || (g_player[p].ps->cursectnum > -1 && sector[g_player[p].ps->cursectnum].lotag != 1) || sprite[g_player[p].ps->i].extra <= 0)
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{
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g_player[p].ps->dummyplayersprite = -1;
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KILLIT(i);
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@ -3174,8 +3174,8 @@ static void drawoverheadmap(int cposx, int cposy, int czoom, short cang)
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if (j < 22000) j = 22000;
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else if (j > (65536<<1)) j = (65536<<1);
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rotatesprite((x1<<4)+(xdim<<15),(y1<<4)+(ydim<<15),j,
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daang,i,sprite[g_player[p].ps->i].shade,/*sprite[g_player[p].ps->i].pal*/sector[g_player[p].ps->cursectnum].floorpal,
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rotatesprite((x1<<4)+(xdim<<15),(y1<<4)+(ydim<<15),j,daang,i,sprite[g_player[p].ps->i].shade,
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(g_player[p].ps->cursectnum > -1)?sector[g_player[p].ps->cursectnum].floorpal:0,
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(sprite[g_player[p].ps->i].cstat&2)>>1,windowx1,windowy1,windowx2,windowy2);
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}
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}
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@ -3412,11 +3412,14 @@ void displayrest(int smoothratio)
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SetGameVarID(g_iReturnVarID,0,g_player[screenpeek].ps->i,screenpeek);
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OnEvent(EVENT_DISPLAYSBAR, g_player[screenpeek].ps->i, screenpeek, -1);
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i = usehightile;
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if (r_downsize > 1)
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usehightile = 0;
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if (GetGameVarID(g_iReturnVarID,g_player[screenpeek].ps->i,screenpeek) == 0)
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coolgaugetext(screenpeek);
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operatefta();
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usehightile = i;
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if (KB_KeyPressed(sc_Escape) && ud.overhead_on == 0
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&& ud.show_help == 0
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&& g_player[myconnectindex].ps->newowner == -1)
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@ -4266,7 +4269,12 @@ int EGS(int whatsect,int s_x,int s_y,int s_z,int s_pn,int s_s,int s_xr,int s_yr,
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s->pal = 0;
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s->lotag = 0;
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hittype[i].picnum = sprite[s_ow].picnum;
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if (s_ow > -1 && s_ow < MAXSPRITES)
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{
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hittype[i].picnum = sprite[s_ow].picnum;
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hittype[i].floorz = hittype[s_ow].floorz;
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hittype[i].ceilingz = hittype[s_ow].ceilingz;
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}
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hittype[i].lastvx = 0;
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hittype[i].lastvy = 0;
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@ -4279,8 +4287,6 @@ int EGS(int whatsect,int s_x,int s_y,int s_z,int s_pn,int s_s,int s_xr,int s_yr,
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hittype[i].movflag = 0;
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hittype[i].tempang = 0;
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hittype[i].dispicnum = 0;
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hittype[i].floorz = hittype[s_ow].floorz;
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hittype[i].ceilingz = hittype[s_ow].ceilingz;
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T1=T3=T4=T6=T7=T8=T9=0;
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@ -2513,12 +2513,13 @@ cheat_for_port_credits:
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{
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i = r_downsize;
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enabled = usehightile;
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_bar(1,d+8,yy+7, &r_downsize,-1,enabled && x==io,MENUHIGHLIGHT(io),!enabled,0,5);
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_bar(1,d+8,yy+7, &r_downsize,-1,enabled && x==io,MENUHIGHLIGHT(io),!enabled,0,2);
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if (r_downsize != i)
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{
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resetvideomode();
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if (setgamemode(fullscreen,xdim,ydim,bpp))
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OSD_Printf("restartvid: Reset failed...\n");
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return;
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}
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break;
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}
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@ -1743,6 +1743,7 @@ SKIPBULLETHOLE:
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k = 0;
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// RESHOOTGROW:
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if (sect < 0) break;
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s->cstat &= ~257;
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if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
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@ -2113,7 +2114,7 @@ void displayweapon(int snum)
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{
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int gun_pos, looking_arc, cw;
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int weapon_xoffset, i, j;
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int o = 0,pal;
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int o = 0,pal = 0;
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player_struct *p = g_player[snum].ps;
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short *kb = &p->kickback_pic;
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int gs;
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@ -3970,7 +3971,7 @@ void processinput(int snum)
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else
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{
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if (p->footprintcount > 0 && p->on_ground)
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if ((sector[p->cursectnum].floorstat&2) != 2)
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if (p->cursectnum > -1 && (sector[p->cursectnum].floorstat&2) != 2)
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{
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for (j=headspritesect[psect];j>=0;j=nextspritesect[j])
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if (sprite[j].picnum == FOOTPRINTS || sprite[j].picnum == FOOTPRINTS2 || sprite[j].picnum == FOOTPRINTS3 || sprite[j].picnum == FOOTPRINTS4)
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@ -3980,7 +3981,7 @@ void processinput(int snum)
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if (j < 0)
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{
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p->footprintcount--;
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if (sector[p->cursectnum].lotag == 0 && sector[p->cursectnum].hitag == 0)
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if (p->cursectnum > -1 && sector[p->cursectnum].lotag == 0 && sector[p->cursectnum].hitag == 0)
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{
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switch (TRAND&3)
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{
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@ -3044,16 +3044,19 @@ CHECKINV1:
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{
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p->inven_icon = 3;
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p->holoduke_on = i =
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EGS(p->cursectnum,
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p->posx,
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p->posy,
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p->posz+(30<<8),APLAYER,-64,0,0,p->ang,0,0,-1,10);
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T4 = T5 = 0;
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SP = snum;
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sprite[i].extra = 0;
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FTA(47,p);
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spritesound(TELEPORTER,p->holoduke_on);
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if (p->cursectnum > -1)
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{
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p->holoduke_on = i =
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EGS(p->cursectnum,
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p->posx,
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p->posy,
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p->posz+(30<<8),APLAYER,-64,0,0,p->ang,0,0,-1,10);
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T4 = T5 = 0;
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SP = snum;
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sprite[i].extra = 0;
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FTA(47,p);
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spritesound(TELEPORTER,p->holoduke_on);
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}
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}
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else FTA(49,p);
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}
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@ -338,7 +338,7 @@ int xyzsound(int num,int i,int x,int y,int z)
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sndist += g_sounds[num].vo;
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if (sndist < 0) sndist = 0;
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if (sndist && PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,SX,SY,SZ-(24<<8),SECT))
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if (cs > -1 && sndist && PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,SX,SY,SZ-(24<<8),SECT))
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sndist += sndist>>5;
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switch (num)
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@ -348,11 +348,11 @@ int xyzsound(int num,int i,int x,int y,int z)
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case RPG_EXPLODE:
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if (sndist > (6144))
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sndist = 6144;
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if (sector[g_player[screenpeek].ps->cursectnum].lotag == 2)
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if (g_player[screenpeek].ps->cursectnum > -1 && sector[g_player[screenpeek].ps->cursectnum].lotag == 2)
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pitch -= 1024;
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break;
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default:
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if (sector[g_player[screenpeek].ps->cursectnum].lotag == 2 && (g_sounds[num].m&4) == 0)
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if (g_player[screenpeek].ps->cursectnum > -1 && sector[g_player[screenpeek].ps->cursectnum].lotag == 2 && (g_sounds[num].m&4) == 0)
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pitch = -768;
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if (sndist > 31444 && PN != MUSICANDSFX)
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return -1;
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@ -605,7 +605,7 @@ void pan3dsound(void)
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sndist += g_sounds[j].vo;
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if (sndist < 0) sndist = 0;
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if (sndist && PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,sx,sy,sz-(24<<8),SECT))
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if (cs > -1 && sndist && PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,sx,sy,sz-(24<<8),SECT))
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sndist += sndist>>5;
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if (PN == MUSICANDSFX && SLT < 999)
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