mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
* Fix usage of uninitialized array (\!), which could result in TROR connections being deleted at random when deleting sectors. I guess this is a sign of approaching senility :(
* When dragging highlighted sprites, do a setsprite() after each position update. This way, they won't end up on the wrong level * TROR support for SE 31 and 32 in-game, example provided in test map * some uncommited stuff for TROR: SE 6/14 git-svn-id: https://svn.eduke32.com/eduke32@1924 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
1eec50be5f
commit
6a713133cf
7 changed files with 98 additions and 18 deletions
|
@ -4276,8 +4276,11 @@ end_after_dragging:
|
|||
}
|
||||
else
|
||||
{
|
||||
sprite[highlight[i]&16383].x += dax;
|
||||
sprite[highlight[i]&16383].y += day;
|
||||
spritetype *daspr = &sprite[highlight[i]&16383];
|
||||
|
||||
daspr->x += dax;
|
||||
daspr->y += day;
|
||||
setsprite(daspr-sprite, (const vec3_t *)daspr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5919,6 +5922,7 @@ end_space_handling:
|
|||
#ifdef YAX_ENABLE
|
||||
int16_t cb, fb;
|
||||
uint8_t bunchbitmap[YAX_MAXBUNCHES>>3];
|
||||
Bmemset(bunchbitmap, 0, sizeof(bunchbitmap));
|
||||
#endif
|
||||
keystatus[0xd3] = 0;
|
||||
|
||||
|
@ -6011,9 +6015,9 @@ end_space_handling:
|
|||
for (j=0; j<numsectors; j++)
|
||||
{
|
||||
yax_getbunches(j, &cb, &fb);
|
||||
if (bunchbitmap[cb>>3] & (1<<(cb&7)))
|
||||
if (cb>=0 && (bunchbitmap[cb>>3] & (1<<(cb&7))))
|
||||
yax_setbunch(j, YAX_CEILING, -1);
|
||||
if (bunchbitmap[fb>>3] & (1<<(fb&7)))
|
||||
if (fb>=0 && (bunchbitmap[fb>>3] & (1<<(fb&7))))
|
||||
yax_setbunch(j, YAX_FLOOR, -1);
|
||||
}
|
||||
#endif
|
||||
|
|
Binary file not shown.
|
@ -7512,6 +7512,9 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
Yax_SetBunchZs(sc-sector, YAX_FLOOR, sc->floorz);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -7573,6 +7576,8 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
Yax_SetBunchZs(sc-sector, YAX_FLOOR, sc->floorz);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -7609,6 +7614,9 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
else sc->ceilingz +=
|
||||
ksgn(t[1]-sc->ceilingz)*SP;
|
||||
}
|
||||
|
||||
Yax_SetBunchZs(sc-sector, YAX_CEILING, sc->ceilingz);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -7635,6 +7643,8 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
|
|||
}
|
||||
else sc->ceilingz -= ksgn(s->z-t[1])*SP;
|
||||
}
|
||||
|
||||
Yax_SetBunchZs(sc-sector, YAX_CEILING, sc->ceilingz);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
@ -1414,8 +1414,8 @@ const char *SectorEffectorTagText(int32_t lotag)
|
|||
"LIGHTNING (H=TILE#4890)",
|
||||
"FLOAT",
|
||||
"2 WAY TRAIN (ST=31)", // 30
|
||||
"FLOOR RISE",
|
||||
"CEILING FALL",
|
||||
"FLOOR RISE/FALL",
|
||||
"CEILING RISE/FALL",
|
||||
"SPAWN JIB W/QUAKE",
|
||||
};
|
||||
|
||||
|
|
|
@ -3791,6 +3791,36 @@ int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int3
|
|||
return(i);
|
||||
}
|
||||
|
||||
#ifdef YAX_ENABLE
|
||||
void Yax_SetBunchZs(int32_t sectnum, int32_t cf, int32_t daz)
|
||||
{
|
||||
int32_t i, bunchnum = yax_getbunch(sectnum, cf);
|
||||
|
||||
if (bunchnum < 0 || bunchnum >= numyaxbunches)
|
||||
return;
|
||||
|
||||
for (SECTORS_OF_BUNCH(bunchnum, YAX_CEILING, i))
|
||||
SECTORFLD(i,z, YAX_CEILING) = daz;
|
||||
for (SECTORS_OF_BUNCH(bunchnum, YAX_FLOOR, i))
|
||||
SECTORFLD(i,z, YAX_FLOOR) = daz;
|
||||
}
|
||||
|
||||
static void Yax_SetBunchInterpolation(int32_t sectnum, int32_t cf)
|
||||
{
|
||||
int32_t i, bunchnum = yax_getbunch(sectnum, cf);
|
||||
|
||||
if (bunchnum < 0 || bunchnum >= numyaxbunches)
|
||||
return;
|
||||
|
||||
for (SECTORS_OF_BUNCH(bunchnum, YAX_CEILING, i))
|
||||
G_SetInterpolation(§or[i].ceilingz);
|
||||
for (SECTORS_OF_BUNCH(bunchnum, YAX_FLOOR, i))
|
||||
G_SetInterpolation(§or[i].floorz);
|
||||
}
|
||||
#else
|
||||
# define Yax_SetBunchInterpolation(sectnum, cf)
|
||||
#endif
|
||||
|
||||
int32_t A_Spawn(int32_t j, int32_t pn)
|
||||
{
|
||||
int32_t i, s, startwall, endwall, sect, clostest=0;
|
||||
|
@ -5367,9 +5397,14 @@ int32_t A_Spawn(int32_t j, int32_t pn)
|
|||
break;
|
||||
|
||||
case 31:
|
||||
{
|
||||
T2 = sector[sect].floorz;
|
||||
// T3 = sp->hitag;
|
||||
if (sp->ang != 1536) sector[sect].floorz = sp->z;
|
||||
if (sp->ang != 1536)
|
||||
{
|
||||
sector[sect].floorz = sp->z;
|
||||
Yax_SetBunchZs(sect, YAX_FLOOR, sp->z);
|
||||
}
|
||||
|
||||
startwall = sector[sect].wallptr;
|
||||
endwall = startwall+sector[sect].wallnum;
|
||||
|
@ -5378,12 +5413,19 @@ int32_t A_Spawn(int32_t j, int32_t pn)
|
|||
if (wall[s].hitag == 0) wall[s].hitag = 9999;
|
||||
|
||||
G_SetInterpolation(§or[sect].floorz);
|
||||
|
||||
Yax_SetBunchInterpolation(sect, YAX_FLOOR);
|
||||
}
|
||||
break;
|
||||
|
||||
case 32:
|
||||
{
|
||||
T2 = sector[sect].ceilingz;
|
||||
T3 = sp->hitag;
|
||||
if (sp->ang != 1536) sector[sect].ceilingz = sp->z;
|
||||
if (sp->ang != 1536)
|
||||
{
|
||||
sector[sect].ceilingz = sp->z;
|
||||
Yax_SetBunchZs(sect, YAX_CEILING, sp->z);
|
||||
}
|
||||
|
||||
startwall = sector[sect].wallptr;
|
||||
endwall = startwall+sector[sect].wallnum;
|
||||
|
@ -5392,7 +5434,8 @@ int32_t A_Spawn(int32_t j, int32_t pn)
|
|||
if (wall[s].hitag == 0) wall[s].hitag = 9999;
|
||||
|
||||
G_SetInterpolation(§or[sect].ceilingz);
|
||||
|
||||
Yax_SetBunchInterpolation(sect, YAX_CEILING);
|
||||
}
|
||||
break;
|
||||
|
||||
case 4: //Flashing lights
|
||||
|
|
|
@ -256,6 +256,12 @@ int32_t minitext_(int32_t x,int32_t y,const char *t,int32_t s,int32_t p,int32_t
|
|||
extern inline int32_t mpgametext(int32_t y,const char *t,int32_t s,int32_t dabits);
|
||||
int32_t startwin_run(void);
|
||||
|
||||
#ifdef YAX_ENABLE
|
||||
void Yax_SetBunchZs(int32_t sectnum, int32_t cf, int32_t daz);
|
||||
#else
|
||||
#define Yax_SetBunchZs(sectnum, cf, daz)
|
||||
#endif
|
||||
|
||||
void A_SpawnCeilingGlass(int32_t i,int32_t sectnum,int32_t n);
|
||||
void A_SpawnGlass(int32_t i,int32_t n);
|
||||
void A_SpawnRandomGlass(int32_t i,int32_t wallnum,int32_t n);
|
||||
|
|
|
@ -1030,7 +1030,11 @@ static void premap_setup_fixed_sprites(void)
|
|||
{
|
||||
if (FIXSPR_SELOTAGP(sprite[i].lotag))
|
||||
{
|
||||
for (j=headspritesect[sprite[i].sectnum]; j>=0; j=nextspritesect[j])
|
||||
#ifdef YAX_ENABLE
|
||||
int32_t firstrun = 1;
|
||||
#endif
|
||||
j = headspritesect[sprite[i].sectnum];
|
||||
while (j>=0)
|
||||
{
|
||||
// TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be
|
||||
// too useful with moving sectors anyway
|
||||
|
@ -1040,14 +1044,27 @@ static void premap_setup_fixed_sprites(void)
|
|||
pivot = i;
|
||||
if (sprite[i].lotag==0)
|
||||
pivot = sprite[i].owner;
|
||||
if (pivot < 0 || pivot>=MAXSPRITES)
|
||||
continue;
|
||||
if (j!=i && j!=pivot && pivot>=0 && pivot<MAXSPRITES)
|
||||
{
|
||||
// let's hope we don't step on anyone's toes here
|
||||
actor[j].t_data[7] = 0x18190000 | pivot; // 'rs' magic + pivot SE sprite index
|
||||
actor[j].t_data[8] = sprite[j].x - sprite[pivot].x;
|
||||
actor[j].t_data[9] = sprite[j].y - sprite[pivot].y;
|
||||
}
|
||||
}
|
||||
|
||||
j = nextspritesect[j];
|
||||
#ifdef YAX_ENABLE
|
||||
if (j<0 && firstrun)
|
||||
if (sprite[i].lotag==6 || sprite[i].lotag==14)
|
||||
{
|
||||
firstrun = 0;
|
||||
j = actor[i].t_data[9];
|
||||
if (j >= 0)
|
||||
j = headspritesect[j];
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue