mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- cleaning out more garbage.
This commit is contained in:
parent
ab7774c6d7
commit
78d3afb0bf
9 changed files with 4 additions and 323 deletions
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@ -66,7 +66,6 @@ extern char buffer[];
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SWBOOL DrawScreen;
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SWBOOL DrawScreen;
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extern short f_c;
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extern short f_c;
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extern short HelpPage;
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extern ParentalStruct aVoxelArray[MAXTILES];
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extern ParentalStruct aVoxelArray[MAXTILES];
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int ConnectCopySprite(uspritetype const * tsp);
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int ConnectCopySprite(uspritetype const * tsp);
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@ -1327,12 +1326,6 @@ void SpriteSortList2D(int tx, int ty)
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}
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}
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}
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}
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void DrawCheckKeys(PLAYERp pp)
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{
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if (!InputMode)
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ResizeView(pp);
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}
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void DrawCrosshair(PLAYERp pp)
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void DrawCrosshair(PLAYERp pp)
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{
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{
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extern SWBOOL CameraTestMode;
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extern SWBOOL CameraTestMode;
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@ -1981,7 +1974,7 @@ drawscreen(PLAYERp pp)
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#endif
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#endif
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// certain input is done here - probably shouldn't be
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// certain input is done here - probably shouldn't be
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DrawCheckKeys(pp);
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ResizeView(pp);
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restoreinterpolations(); // Stick at end of drawscreen
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restoreinterpolations(); // Stick at end of drawscreen
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short_restoreinterpolations(); // Stick at end of drawscreen
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short_restoreinterpolations(); // Stick at end of drawscreen
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@ -94,21 +94,12 @@ extern SWBOOL mapcheat;
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extern int sw_snd_scratch;
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extern int sw_snd_scratch;
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char DemoName[15][16];
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int GameVersion = 20;
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int GameVersion = 20;
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char DemoText[3][64];
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int DemoTextYstart = 0;
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int Follow_posx=0,Follow_posy=0;
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int Follow_posx=0,Follow_posy=0;
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SWBOOL NoMeters = FALSE;
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SWBOOL NoMeters = FALSE;
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SWBOOL GraphicsMode = FALSE;
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char PlayerNameArg[32] = "";
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SWBOOL CleanExit = FALSE;
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SWBOOL FinishAnim = 0;
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SWBOOL FinishAnim = 0;
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SWBOOL ShortGameMode = FALSE;
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SWBOOL ReloadPrompt = FALSE;
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SWBOOL ReloadPrompt = FALSE;
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SWBOOL NewGame = TRUE;
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SWBOOL NewGame = TRUE;
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SWBOOL InMenuLevel = FALSE;
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SWBOOL InMenuLevel = FALSE;
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@ -116,31 +107,17 @@ SWBOOL LoadGameOutsideMoveLoop = FALSE;
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//Miscellaneous variables
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//Miscellaneous variables
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SWBOOL FinishedLevel = FALSE;
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SWBOOL FinishedLevel = FALSE;
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SWBOOL PanelUpdateMode = TRUE;
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SWBOOL PanelUpdateMode = TRUE;
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short HelpPage = 0;
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SWBOOL InputMode = FALSE;
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SWBOOL MessageInput = FALSE;
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short screenpeek = 0;
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short screenpeek = 0;
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SWBOOL NoDemoStartup = FALSE;
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SWBOOL FirstTimeIntoGame;
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SWBOOL PedanticMode;
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SWBOOL PedanticMode;
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SWBOOL LocationInfo = 0;
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SWBOOL LocationInfo = 0;
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void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
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void drawoverheadmap(int cposx, int cposy, int czoom, short cang);
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int DispFrameRate = FALSE;
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int DispMono = TRUE;
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int Fog = FALSE;
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int FogColor;
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SWBOOL PreCaching = TRUE;
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SWBOOL PreCaching = TRUE;
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int GodMode = FALSE;
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int GodMode = FALSE;
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SWBOOL BotMode = FALSE;
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short Skill = 2;
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short Skill = 2;
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short BetaVersion = 900;
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short TotalKillable;
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short TotalKillable;
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SWBOOL HasAutoColor = FALSE;
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uint8_t AutoColor;
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const GAME_SET gs_defaults =
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const GAME_SET gs_defaults =
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{
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{
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// Network game settings
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// Network game settings
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@ -269,15 +246,6 @@ Distance(int x1, int y1, int x2, int y2)
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}
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}
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void TerminateGame(void)
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{
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if (CleanExit)
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{
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//SybexScreen();
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}
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throw CExitEvent(3);
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}
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bool LoadLevel(MapRecord *maprec)
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bool LoadLevel(MapRecord *maprec)
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{
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{
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int16_t ang;
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int16_t ang;
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@ -393,8 +361,6 @@ bool InitGame()
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videoInit();
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videoInit();
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GraphicsMode = TRUE;
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InitFX(); // JBF: do it down here so we get a hold of the window handle
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InitFX(); // JBF: do it down here so we get a hold of the window handle
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return true;
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return true;
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}
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}
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@ -890,7 +856,7 @@ void Control()
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NewLevel();
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NewLevel();
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}
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}
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CleanExit = TRUE;
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//SybexScreen();
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throw CExitEvent(0);
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throw CExitEvent(0);
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}
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}
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@ -49,6 +49,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "raze_sound.h"
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#include "raze_sound.h"
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#include "c_cvars.h"
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#include "c_cvars.h"
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#include "mapinfo.h"
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#include "mapinfo.h"
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#include "gamecontrol.h"
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EXTERN_CVAR(Bool, sw_ninjahack)
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EXTERN_CVAR(Bool, sw_ninjahack)
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EXTERN_CVAR(Bool, sw_darts)
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EXTERN_CVAR(Bool, sw_darts)
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@ -170,7 +171,6 @@ y++
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//////////////////////////////////////////////////////
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//////////////////////////////////////////////////////
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extern SWBOOL MenuInputMode;
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extern SWBOOL MenuInputMode;
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extern SWBOOL InputMode;
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//
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//
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// Defines
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// Defines
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@ -2232,7 +2232,6 @@ int DoRipper2RipHeart(short SpriteNum); // ripper2.c
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int BunnyHatch2(short Weapon); // bunny.c
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int BunnyHatch2(short Weapon); // bunny.c
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int DoSkullBeginDeath(int16_t SpriteNum); // skull.c
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int DoSkullBeginDeath(int16_t SpriteNum); // skull.c
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void TerminateGame(void); // game.c
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void TerminateLevel(void); // game.c
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void TerminateLevel(void); // game.c
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void drawoverheadmap(int cposx,int cposy,int czoom,short cang); // game.c
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void drawoverheadmap(int cposx,int cposy,int czoom,short cang); // game.c
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void DrawMenuLevelScreen(void); // game.c
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void DrawMenuLevelScreen(void); // game.c
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@ -217,7 +217,7 @@ getinput(SW_PACKET *loc, SWBOOL tied)
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MoveScrollMode2D(Player + myconnectindex);
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MoveScrollMode2D(Player + myconnectindex);
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// !JIM! Added M_Active() so that you don't move at all while using menus
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// !JIM! Added M_Active() so that you don't move at all while using menus
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if (M_Active() || ScrollMode2D || InputMode)
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if (M_Active() || ScrollMode2D)
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return;
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return;
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SET_LOC_KEY(loc->bits, SK_SPACE_BAR, buttonMap.ButtonDown(gamefunc_Open));
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SET_LOC_KEY(loc->bits, SK_SPACE_BAR, buttonMap.ButtonDown(gamefunc_Open));
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@ -38,244 +38,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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BEGIN_SW_NS
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#if 0
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
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SPRITEp sp = pp->sop->sp_child;
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USERp u = User[sp - sprite];
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SECTOR_OBJECTp sop = pp->sop;
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short ang;
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short min_ndx;
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int min_dist = 999999;
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int dist;
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int ret_start;
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int ret[MAX_CLIPBOX];
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int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
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for (i = 0; i < sop->clipbox_num; i++)
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{
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ang = NORM_ANGLE(fix16_to_int(pp->q16ang) + sop->clipbox_ang[i]);
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ox[i] = x[i] = pp->posx + (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)] >> 14);
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oy[i] = y[i] = pp->posy + (sop->clipbox_vdist[i] * sintable[ang] >> 14);
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// move the box
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ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save the dist moved
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dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
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if (dist < min_dist)
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{
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min_dist = dist;
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min_ndx = i;
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}
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}
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// put posx and y off from offset
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pp->posx -= ox[min_ndx] - x[min_ndx];
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pp->posy -= oy[min_ndx] - y[min_ndx];
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return ret[min_ndx];
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}
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#endif
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#if 0
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
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SPRITEp sp = pp->sop->sp_child;
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USERp u = User[sp - sprite];
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SECTOR_OBJECTp sop = pp->sop;
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short ang;
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short min_ndx;
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int min_dist = 999999;
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int dist;
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int ret_start;
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int ret[MAX_CLIPBOX];
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int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
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for (i = 0; i < sop->clipbox_num; i++)
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{
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ang = NORM_ANGLE(fix16_to_int(pp->q16ang) + sop->clipbox_ang[i]);
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ox[i] = x[i] = pp->posx + (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)] >> 14);
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oy[i] = y[i] = pp->posy + (sop->clipbox_vdist[i] * sintable[ang] >> 14);
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// move the box
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//pushmove_old(&x[i], &y[i], &z, &pp->cursectnum, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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//pushmove_old(&x[i], &y[i], &z, &pp->cursectnum, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save the dist moved
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dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
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if (dist < min_dist)
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{
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min_dist = dist;
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min_ndx = i;
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}
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}
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// put posx and y off from offset
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pp->posx -= ox[min_ndx] - x[min_ndx];
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pp->posy -= oy[min_ndx] - y[min_ndx];
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return ret[min_ndx];
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}
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#endif
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#if 0
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
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SPRITEp sp = pp->sop->sp_child;
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USERp u = User[sp - sprite];
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SECTOR_OBJECTp sop = pp->sop;
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short ang;
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short min_ndx;
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int min_dist = 999999;
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int dist;
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int ret_start;
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int ret[MAX_CLIPBOX];
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int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
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int xvect,yvect;
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int xs,ys;
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for (i = 0; i < sop->clipbox_num; i++)
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{
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// move the box to position instead of using offset- this prevents small rounding errors
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// allowing you to move through wall
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ang = NORM_ANGLE(fix16_to_int(pp->q16ang) + sop->clipbox_ang[i]);
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xs = pp->posx;
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ys = pp->posy;
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xvect = (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)]);
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yvect = (sop->clipbox_vdist[i] * sintable[ang]);
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ret_start = clipmove_old(&xs, &ys, &z, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save off the start position
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ox[i] = x[i] = xs;
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oy[i] = y[i] = ys;
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// move the box
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ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save the dist moved
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dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
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//dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
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if (ret[i])
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{
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//DSPRINTF(ds,"i %d, ret %d, dist %d",i, ret[i], dist);
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//printf("%s\n",ds);
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MONO_PRINT(ds);
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}
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if (dist < min_dist)
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{
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min_dist = dist;
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min_ndx = i;
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}
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}
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// put posx and y off from offset
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pp->posx -= ox[min_ndx] - x[min_ndx];
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pp->posy -= oy[min_ndx] - y[min_ndx];
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return ret[min_ndx];
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}
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#endif
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#if 0
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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int i;
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int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
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SPRITEp sp = pp->sop->sp_child;
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USERp u = User[sp - sprite];
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SECTOR_OBJECTp sop = pp->sop;
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short ang;
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short min_ndx;
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int min_dist = 999999;
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int dist;
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int ret_start;
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int ret[MAX_CLIPBOX];
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int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
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int xvect,yvect;
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int xs,ys;
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for (i = 0; i < sop->clipbox_num; i++)
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{
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// move the box to position instead of using offset- this prevents small rounding errors
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// allowing you to move through wall
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ang = NORM_ANGLE(fix16_to_int(pp->q16ang) + sop->clipbox_ang[i]);
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xs = pp->posx;
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ys = pp->posy;
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xvect = (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)]);
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yvect = (sop->clipbox_vdist[i] * sintable[ang]);
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|
||||||
ret_start = clipmove_old(&xs, &ys, &z, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
|
|
||||||
|
|
||||||
if (ret_start)
|
|
||||||
{
|
|
||||||
// hit something moving into position
|
|
||||||
min_dist = 0;
|
|
||||||
min_ndx = i;
|
|
||||||
// ox is where it should be
|
|
||||||
ox[i] = x[i] = pp->posx + (sop->clipbox_vdist[i] * sintable[NORM_ANGLE(ang + 512)] >> 14);
|
|
||||||
oy[i] = y[i] = pp->posy + (sop->clipbox_vdist[i] * sintable[ang] >> 14);
|
|
||||||
|
|
||||||
x[i] = xs;
|
|
||||||
y[i] = ys;
|
|
||||||
|
|
||||||
dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
|
|
||||||
//ox[i] = x[i] = oy[i] = y[i] = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// save off the start position
|
|
||||||
ox[i] = x[i] = xs;
|
|
||||||
oy[i] = y[i] = ys;
|
|
||||||
|
|
||||||
// move the box
|
|
||||||
ret[i] = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
|
|
||||||
|
|
||||||
// save the dist moved
|
|
||||||
dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
|
|
||||||
//dist = FindDistance2D(x[i] - ox[i], y[i] - oy[i]);
|
|
||||||
|
|
||||||
if (ret[i])
|
|
||||||
{
|
|
||||||
//DSPRINTF(ds,"i %d, ret %d, dist %d",i, ret[i], dist);
|
|
||||||
MONO_PRINT(ds);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (dist < min_dist)
|
|
||||||
{
|
|
||||||
min_dist = dist;
|
|
||||||
min_ndx = i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// put posx and y off from offset
|
|
||||||
pp->posx -= ox[min_ndx] - x[min_ndx];
|
|
||||||
pp->posy -= oy[min_ndx] - y[min_ndx];
|
|
||||||
|
|
||||||
return ret[min_ndx];
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
int MultiClipMove(PLAYERp pp, int z, int floor_dist)
|
int MultiClipMove(PLAYERp pp, int z, int floor_dist)
|
||||||
{
|
{
|
||||||
|
@ -414,9 +176,6 @@ int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
|
||||||
{
|
{
|
||||||
if (!inside(q[i].x, q[i].y, sectnum))
|
if (!inside(q[i].x, q[i].y, sectnum))
|
||||||
{
|
{
|
||||||
////DSPRINTF(ds,"inside %ld failed",i);
|
|
||||||
//MONO_PRINT(ds);
|
|
||||||
|
|
||||||
*point_num = i;
|
*point_num = i;
|
||||||
|
|
||||||
return FALSE;
|
return FALSE;
|
||||||
|
@ -429,9 +188,6 @@ int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
|
||||||
if (!cansee(q[i].x, q[i].y,0x3fffffff, sectnum,
|
if (!cansee(q[i].x, q[i].y,0x3fffffff, sectnum,
|
||||||
q[next_i].x, q[next_i].y,0x3fffffff, sectnum))
|
q[next_i].x, q[next_i].y,0x3fffffff, sectnum))
|
||||||
{
|
{
|
||||||
DSPRINTF(ds,"cansee %ld failed, x1 %d, y1 %d, x2 %d, y2 %d, sectnum %d",i, q[i].x, q[i].y, q[next_i].x, q[next_i].y, sectnum);
|
|
||||||
MONO_PRINT(ds);
|
|
||||||
|
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -7091,10 +7091,6 @@ void
|
||||||
UpdatePanel(void)
|
UpdatePanel(void)
|
||||||
{
|
{
|
||||||
short pnum;
|
short pnum;
|
||||||
extern SWBOOL PanelUpdateMode;
|
|
||||||
|
|
||||||
if (!PanelUpdateMode)
|
|
||||||
return;
|
|
||||||
|
|
||||||
TRAVERSE_CONNECT(pnum)
|
TRAVERSE_CONNECT(pnum)
|
||||||
{
|
{
|
||||||
|
@ -7107,11 +7103,6 @@ void
|
||||||
PreUpdatePanel(void)
|
PreUpdatePanel(void)
|
||||||
{
|
{
|
||||||
short pnum;
|
short pnum;
|
||||||
extern SWBOOL PanelUpdateMode;
|
|
||||||
|
|
||||||
if (!PanelUpdateMode)
|
|
||||||
return;
|
|
||||||
|
|
||||||
DrawBeforeView = TRUE;
|
DrawBeforeView = TRUE;
|
||||||
|
|
||||||
//if (DrawBeforeView)
|
//if (DrawBeforeView)
|
||||||
|
|
|
@ -4102,9 +4102,6 @@ SWBOOL PlayerFlyKey(void)
|
||||||
if (!GodMode)
|
if (!GodMode)
|
||||||
return FALSE;
|
return FALSE;
|
||||||
|
|
||||||
if (InputMode)
|
|
||||||
return FALSE;
|
|
||||||
|
|
||||||
#if 0
|
#if 0
|
||||||
// Cheat or not, this simply won't do.
|
// Cheat or not, this simply won't do.
|
||||||
key = inputState.GetKeyStatus(KEYSC_J);
|
key = inputState.GetKeyStatus(KEYSC_J);
|
||||||
|
@ -7924,8 +7921,6 @@ PlayerSpawnPosition(PLAYERp pp)
|
||||||
if (spawn_sprite < 0)
|
if (spawn_sprite < 0)
|
||||||
{
|
{
|
||||||
spawn_sprite = headspritestat[STAT_MULTI_START + 0];
|
spawn_sprite = headspritestat[STAT_MULTI_START + 0];
|
||||||
//TerminateGame();
|
|
||||||
//printf("Map does not contain a spawn position for Player %d.", pp - Player);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
ASSERT(spawn_sprite >= 0);
|
ASSERT(spawn_sprite >= 0);
|
||||||
|
|
|
@ -228,8 +228,6 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
|
||||||
// workaround until the level info here has been transitioned.
|
// workaround until the level info here has been transitioned.
|
||||||
fil = WriteSavegameChunk("snapshot.sw");
|
fil = WriteSavegameChunk("snapshot.sw");
|
||||||
|
|
||||||
MWRITE(&GameVersion,sizeof(GameVersion),1,fil);
|
|
||||||
|
|
||||||
MWRITE(&Skill,sizeof(Skill),1,fil);
|
MWRITE(&Skill,sizeof(Skill),1,fil);
|
||||||
|
|
||||||
MWRITE(&numplayers,sizeof(numplayers),1,fil);
|
MWRITE(&numplayers,sizeof(numplayers),1,fil);
|
||||||
|
@ -693,13 +691,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
|
||||||
if (!filr.isOpen()) return false;
|
if (!filr.isOpen()) return false;
|
||||||
fil = &filr;
|
fil = &filr;
|
||||||
|
|
||||||
MREAD(&i,sizeof(i),1,fil);
|
|
||||||
if (i != GameVersion)
|
|
||||||
{
|
|
||||||
MCLOSE_READ(fil);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
MREAD(&Skill,sizeof(Skill),1,fil);
|
MREAD(&Skill,sizeof(Skill),1,fil);
|
||||||
|
|
||||||
MREAD(&numplayers, sizeof(numplayers),1,fil);
|
MREAD(&numplayers, sizeof(numplayers),1,fil);
|
||||||
|
|
|
@ -4941,21 +4941,11 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
|
||||||
FAFgetzrangepoint(x, y, z - DIV2(SPRITEp_SIZE_Z(sp)), new_sector, &hiz, &ceilhit, &loz, &florhit);
|
FAFgetzrangepoint(x, y, z - DIV2(SPRITEp_SIZE_Z(sp)), new_sector, &hiz, &ceilhit, &loz, &florhit);
|
||||||
SET(sp->cstat, save_cstat);
|
SET(sp->cstat, save_cstat);
|
||||||
|
|
||||||
#if 0
|
|
||||||
if (florhit < 0 || ceilhit < 0)
|
|
||||||
{
|
|
||||||
Printf("ERROR: FAFgetzrange() returned -1 for floor or ceiling check.\n");
|
|
||||||
Printf("Most likely a sprite has been placed too close to a white wall.\n");
|
|
||||||
Printf("spnum %d, sect %d, x %d, y %d, z %d, florhit %d, pic %d\n", SpriteNum, sp->sectnum, sp->x, sp->y, z - DIV2(SPRITEp_SIZE_Z(sp)), florhit, sp->picnum);
|
|
||||||
TerminateGame();
|
|
||||||
}
|
|
||||||
#else
|
|
||||||
if (florhit < 0 || ceilhit < 0)
|
if (florhit < 0 || ceilhit < 0)
|
||||||
{
|
{
|
||||||
//SetSuicide(SpriteNum);
|
//SetSuicide(SpriteNum);
|
||||||
return TRUE;
|
return TRUE;
|
||||||
}
|
}
|
||||||
#endif
|
|
||||||
|
|
||||||
|
|
||||||
// ASSERT(florhit >= 0);
|
// ASSERT(florhit >= 0);
|
||||||
|
|
Loading…
Reference in a new issue