Update repo to 1.4.0 beta 2

git-svn-id: https://svn.eduke32.com/eduke32@222 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2006-07-18 21:08:38 +00:00
parent d395f8050d
commit 9fc68fcc0a
12 changed files with 699 additions and 740 deletions

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@ -1,12 +1,12 @@
# GNU Makefile to prepare source and binary distributions. # GNU Makefile to prepare source and binary distributions.
# make -f MakeDistributions [source|binary] # make -f MakeDistributions [source|binary]
SOURCEFILES=build.cfg buildlic.txt ChangeLog game.cfg LICENSE \ SOURCEFILES=buildlic.txt ChangeLog LICENSE \
Makefile Makefile.deps Makefile.shared Makefile.msvc Makefile.watcom \ Makefile Makefile.deps Makefile.shared Makefile.msvc Makefile.watcom \
MakeDistributions makegnu.bat makemsc.bat makew.bat NAMES.H README MakeDistributions makegnu.bat makemsc.bat makew.bat NAMES.H README
BINARYFILES=build.cfg build.exe buildlic.txt ChangeLog fmod.dll \ BINARYFILES=build.exe buildlic.txt ChangeLog fmod.dll \
game.cfg game.exe LICENSE NAMES.H neatsong.ogg README game.exe LICENSE NAMES.H neatsong.ogg README
BINARYCHECKS=checkfmoddll checkneatsongogg BINARYCHECKS=checkfmoddll checkneatsongogg
@ -29,7 +29,8 @@ source:
find . -name "*.rej" -exec rm -rf '{}' ';'; find . -name "*.rej" -exec rm -rf '{}' ';';
find . -name "*.mine" -exec rm -rf '{}' ';'; find . -name "*.mine" -exec rm -rf '{}' ';';
find . -name "*.c.r*" -exec rm -rf '{}' ';'; find . -name "*.c.r*" -exec rm -rf '{}' ';';
cp -R src rsrc include devcpp osx $(sourcedir) find . -name "*.h.r*" -exec rm -rf '{}' ';';
cp -R src rsrc include devcpp watcomhax testgame $(sourcedir)
find $(sourcedir) | grep -i svn | xargs rm -rf find $(sourcedir) | grep -i svn | xargs rm -rf
rm -f $(sourcedir)/src/tmp/* rm -f $(sourcedir)/src/tmp/*
touch $(sourcedir)/src/tmp/keep.me touch $(sourcedir)/src/tmp/keep.me

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@ -1,6 +1,7 @@
=EDuke32 ChangeLog= =EDuke32 ChangeLog=
==1.4.0 beta 2= ==1.4.0 beta 2=
- Core: reworked/enhanced Polymost shading
- Core: cleaned up code to properly build without Polymost/OpenGL support - Core: cleaned up code to properly build without Polymost/OpenGL support
- Core: added widescreen support for Polymost - Core: added widescreen support for Polymost
- Core: added support for toggling correct HUD model rendering on/off - Core: added support for toggling correct HUD model rendering on/off
@ -29,6 +30,7 @@
- CON: added WEAPON_FLAG_RESET (65536) to weapon system in order to properly emulate the chaingun and freezer - CON: added WEAPON_FLAG_RESET (65536) to weapon system in order to properly emulate the chaingun and freezer
- CON: fixed "eshoot" and added "ezshoot" - CON: fixed "eshoot" and added "ezshoot"
- CON: reworked weapon system; note that your custom weapons may need adjustments to work again - CON: reworked weapon system; note that your custom weapons may need adjustments to work again
- CON: updated sample enhance.con
==1.4.0 beta 1= ==1.4.0 beta 1=
- Core: added support for defining dummy tiles in the def files to eliminate the need for placeholders for hightile art - Core: added support for defining dummy tiles in the def files to eliminate the need for placeholders for hightile art

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@ -53,105 +53,48 @@
<body> <body>
<h1>ChangeLog for EDuke32</h1> <h1>ChangeLog for EDuke32</h1>
<p>1.4.0 beta 1, released May 11, 2006</p> <p>1.4.0 beta 2, released July 18, 2006</p>
<h2>Core changes</h2> <h2>Core changes</h2>
<ul> <ul>
<li>added support for defining dummy tiles in the def files to eliminate the need for placeholders for hightile art</li> <li>reworked/enhanced Polymost shading</li>
<li>added a temporary projection hack to reduce HOM at the top and bottom of the screen</li> <li>cleaned up code to properly build without Polymost/OpenGL support</li>
<li>fixed P2P multiplayer with more than two players</li> <li>added widescreen support for Polymost</li>
<li>fixed a nasty memory corruption issue with screen tinting that resulted in crashes in the classic renderer</li> <li>added support for toggling correct HUD model rendering on/off</li>
<li>fixed a palette issue with the in-game textured 2D map in Polymost</li> <li>removed broken support for linking OpenGL statically</li>
<li>fixed a mouse input bug in winlayer that resulted in loss of input precision</li> <li>added support for DDS textures (JF)</li>
<li>modified the def loader to perform two passes; one to load GRPs early in game startup, and one to do the rest later on</li> <li>added support for dynamically loading GTK (JF)</li>
<li>tweaks to caching system to leave more memory available for hightile art</li>
<li>proper alpha sorting on md3 models</li>
<li>removed usegoodalpha in favor of an alternate sprite sorting algorithm (note: rendering glitches may occur)</li>
<li>attempt to correct display perspective in order to properly display HUD models</li>
<li>netcode packet rate now 26 (was 40)</li>
<li>don't use 100% CPU when waiting for players to join a multiplayer game</li>
<li>reduce mouse wheel input lock time to 25ms (was 100ms)</li>
</ul> </ul>
<h2>Game changes</h2> <h2>Game changes</h2>
<ul> <ul>
<li>completely reworked mouse sensitivity and added an input filter slider</li> <li>new startup window (JF)</li>
<li>changed the weapon switching to be less restrictive in order to assist weapon changes via mouse wheel</li> <li>added support for using the mouse and a joystick simultaneously (JF)</li>
<li>added support for alt+enter to switch between fullscreen and windowed mode</li> <li>fixed an issue preventing skill selection, bonus screen and episode ending animation sounds from playing</li>
<li>added an option to disable demo playback cameras</li> <li>fixed a problem where the player was unable to exit some pools of water in some maps</li>
<li>added support for scaling the crosshair to 1/2 or 1/4 normal size</li> <li>made further adjustments to the weapon properties in order to more closely emulate Duke 1.5</li>
<li>added an option to enable autoaim only for hitscan weapons (bullets)</li> <li>fixed an issue where you could disable map exits in multiplayer, have all players quit, start a single player game and then have exits continue to kill you</li>
<li>changed the default video mode to 1024x768x32 and added several fallback choices</li>
<li>reworked the quicksave and quickload functions such as to not prompt the player on use</li>
<li>set the default controls to WSAD + mouse aiming</li>
<li>restore the pause key behavior from Duke 1.5 wherein the "GAME PAUSED" message isn't displayed when shift is pressed while pausing</li>
<li>fixed an infinite loop and a palette corruption bug regarding the video setup menu and switching to the classic renderer</li>
<li>fixed an issue where the automap would scroll itself and/or jitter when the game was paused while moving</li>
<li>fixed pistol timing to more closely match Duke 1.5</li>
<li>fixed long-standing quick kick animation bug</li>
<li>fixed kick attack speed to more closely match Duke 1.5</li>
<li>fixed an issue with shift+F5 not allowing selection of music defined for episode 5 and up</li>
<li>changed the default menu background to something more pleasing</li>
<li>restructured the option menus to make more sense</li>
<li>expanded the "HUD weapon" menu option to allow displaying a weapon's pickup sprite instead of the HUD art</li>
</ul> </ul>
<h2>Multiplayer changes</h2> <h2>Multiplayer changes</h2>
<ul> <ul>
<li>Duke Talk menu option can now be set to "all" to hear enemy pain sounds</li> <li>fixed numerous minor bugs in the voting system</li>
<li>added an option to disable nuke button exits in deathmatch</li> <li>added a more noticeable message to indicate that the player hasn't voted yet in an active vote</li>
<li>greatly improved the text chat by increasing the text buffer size and by implementing basic line wrapping</li> <li>added support for /me in text chat</li>
<li>added a voting system for map changes along with a menu option to automatically vote yes or no</li> <li>increased size of player chat icon</li>
<li>added an icon above the heads of other players for when they're chatting or using the menu</li> <li>added "nat-free" support from Adam Fazakerley</li>
<li>added an option to automatically send messages to all players rather than prompting</li> <li>fixed inventory respawn bug</li>
<li>added an option to display the name of the opponent you're currently aiming at</li> <li>minor fixes to DukesterX 1.5 compatibility wrapper</li>
<li>added a player setup menu to configure player name, color, macros, and weapon/aiming options mid-game</li>
<li>added support for Rancidmeat network configuration files via -rmnet command line parameter</li>
<li>detect and correct internal vs external IP address issues when using Rancidmeat configuration files</li>
<li>added dummy duke3d_w32.exe to facilitate EDuke32 multiplayer via DukesterX 1.5</li>
<li>added support for in-game selection and loading of different user maps</li>
<li>added support for various player death messages which can be redefined in the CONs</li>
<li>added support for Quake-style color codes in player names and text chat (code format is ^&lt;palette&gt;)</li>
<li>limit player name to 10 characters (not counting color codes)</li>
<li>fixed issue where multiple players trying to step on the same shrunken enemy would kill the game</li>
<li>fixed issue where briefly tapping the jump key would produce a lag effect during the resulting jump</li>
<li>fixed issue where using the jetpack + steroids would produce a lag effect in P2P mode</li>
<li>fixed several out-of-sync issues</li>
<li>fixed a long-standing bug wherein a player death could be counted as both a death and a suicide</li>
<li>fixed screen resizing issue when typing - and = in chat</li>
</ul> </ul>
<h2>CON changes</h2> <h2>CON changes</h2>
<ul> <ul>
<li>added "save" command to allow the creation of automatic checkpoints</li> <li>reworked movement_lock member of the player struct to use bit flags</li>
<li>added "cansee" and "canseespr" commands to easily determine whether two sprites or sets of coordinates have visibility</li> <li>reworked findnearactor3d, findnearactor3dvar, findnearsprite3d, and findnearsprite3dvar</li>
<li>added "definegamefuncname" command to change the key names used in the configuration file and in the control setup menus</li> <li>added findnearactorz, findnearactorzvar, findnearspritez, and findnearspritezvar</li>
<li>added additional safety checks to get/setuserdef/player/sector/sprite/wall/input</li> <li>added WEAPON_FLAG_RESET (65536) to weapon system in order to properly emulate the chaingun and freezer</li>
<li>added support for Quake-style color codes in quotes (code format is ^&lt;palette&gt;)</li> <li>fixed "eshoot" and added "ezshoot"</li>
<li>added extra timing checks to the weapon system; note that weapons with strange TOTALTIME and FIREDELAY values may no longer fire</li> <li>reworked weapon system; note that your custom weapons may need adjustments to work again</li>
<li>save quotes, dynamic-to-static tile remapping information, extended sprite flags and sprite caching info to savegames</li> <li>updated sample enhance.con</li>
<li>reworked the quote system to use dynamically allocated memory and doubled the length of each individual quote</li>
<li>fixed a savegame issue where some gamevar values may not have been restored properly and added more sanity checks to savegame loading</li>
<li>fixed an issue with FRAMEEFFECT1 sprites ending up with the wrong tspr->picnum</li>
<li>fixed a potential issue where custom projectiles that hit a player wouldn't knock the player back</li>
<li>fixed a bug in the findnearactor3d command and further sped up findnearactor3d and findnearsprite3d</li>
<li>fixed an issue where tab characters in CON files could screw up label names</li>
<li>fixed a crash that occurred when hitscan type custom projectiles with trails were fired at a wall from a distance of 0</li>
<li>removed the RENDERSIZE attribute for weapons</li>
<li>made slight optimizations to various commands</li>
</ul> </ul>
<h2>Console changes</h2>
<ul>
<li>added the following cvars: "crosshair", "cl_autoaim", "cl_automsg", "cl_autovote", "cl_democams", "cl_drawweapon", "cl_idplayers", "cl_messagetime", "cl_mousefilter", "cl_showcoords", "cl_showfps", "cl_smoothinput", "cl_statusbarmode", "cl_statusbarscale", "cl_weaponswitch" and "r_precache"</li>
<li>added "addpath" command to add a new directory to the game's virtual filesystem pool</li>
</ul>
<h2>Mapster32 changes</h2>
<ul>
<li>better smoothing of mouse input when using 3D mode mouselook</li>
<li>add ' F key combo to replace nonexistent tiles with tile 0</li>
</ul>
<p><br />Please see JonoF's JFDuke3D release notes <a href="http://www.jonof.id.au/modsuppt/jfduke3d/releasenotes.html">here</a> for information on features JFDuke3D shares with EDuke32</p> <p><br />Please see JonoF's JFDuke3D release notes <a href="http://www.jonof.id.au/modsuppt/jfduke3d/releasenotes.html">here</a> for information on features JFDuke3D shares with EDuke32</p>
<address>Richard "TerminX" Gobeille (<a href="mailto:terminx@gmail.com">terminx@gmail.com</a>)</address> <address>Richard "TerminX" Gobeille (<a href="mailto:terminx@gmail.com">terminx@gmail.com</a>)</address>

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@ -1,12 +1,12 @@
# GNU Makefile to prepare source and binary distributions. # GNU Makefile to prepare source and binary distributions.
# make -f MakeDistributions [source|binary] # make -f MakeDistributions [source|binary]
SOURCEFILES=build.cfg GNU.TXT \ SOURCEFILES=GNU.TXT \
Makefile Makefile.deps Makefile.msvc Makefile.watcom MakeDistributions \ Makefile Makefile.deps Makefile.msvc Makefile.watcom MakeDistributions \
makemsc.bat makew.bat ChangeLog.html duke3d.def.sample \ makemsc.bat makew.bat ChangeLog.html duke3d.def.sample \
SEHELP.HLP STHELP.HLP ChangeLog enhance.con.sample SEHELP.HLP STHELP.HLP ChangeLog enhance.con.sample
BINARYFILES=build.cfg mapster32.exe eduke32.exe GNU.TXT \ BINARYFILES=mapster32.exe eduke32.exe GNU.TXT \
ChangeLog.html setup.exe duke3d.def.sample SEHELP.HLP STHELP.HLP \ ChangeLog.html setup.exe duke3d.def.sample SEHELP.HLP STHELP.HLP \
ChangeLog enhance.con.sample duke3d_w32.exe ChangeLog enhance.con.sample duke3d_w32.exe
@ -31,7 +31,8 @@ source:
find . -name "*.rej" -exec rm -rf '{}' ';'; find . -name "*.rej" -exec rm -rf '{}' ';';
find . -name "*.mine" -exec rm -rf '{}' ';'; find . -name "*.mine" -exec rm -rf '{}' ';';
find . -name "*.c.r*" -exec rm -rf '{}' ';'; find . -name "*.c.r*" -exec rm -rf '{}' ';';
cp -R source rsrc $(sourcedir) find . -name "*.h.r*" -exec rm -rf '{}' ';';
cp -R source rsrc watcomhax $(sourcedir)
find $(sourcedir) | grep -i svn | xargs rm -rf find $(sourcedir) | grep -i svn | xargs rm -rf
kzip -r $(sourcedir).zip $(sourcedir) kzip -r $(sourcedir).zip $(sourcedir)

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@ -26,7 +26,7 @@ o=o
ifneq (0,$(RELEASE)) ifneq (0,$(RELEASE))
# debugging disabled # debugging disabled
debug=-fomit-frame-pointer -O1 debug=-fomit-frame-pointer -O2
else else
# debugging enabled # debugging enabled
debug=-ggdb -O0 debug=-ggdb -O0

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@ -86,7 +86,11 @@ enum events {
EVENT_GETMENUTILE, EVENT_GETMENUTILE,
EVENT_SPAWN, EVENT_SPAWN,
EVENT_LOGO, EVENT_LOGO,
EVENT_EGS EVENT_EGS,
EVENT_DOFIRE,
EVENT_PRESSEDFIRE,
EVENT_USE,
EVENT_PROCESSINPUT
}; };
*/ */
@ -148,6 +152,8 @@ enum projectilelabels {
// 4096 Spawn Type 2 (Shotgun shells) // 4096 Spawn Type 2 (Shotgun shells)
// 8192 Spawn Type 3 (CHAINGUN shells) // 8192 Spawn Type 3 (CHAINGUN shells)
// 16384 Semi-automatic // 16384 Semi-automatic
// 32768 Pistol reload sound hack
// 65536 Cycle kickback_pic back to 1 if fire is held down, else set to 0
// TRIPBOMB_CONTROL // TRIPBOMB_CONTROL
// 1 Tripwire. Trip Bomb works with tripwire. // 1 Tripwire. Trip Bomb works with tripwire.
@ -163,7 +169,7 @@ gamevar WEAPON0_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_FIREDELAY 7 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_FIREDELAY 7 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_TOTALTIME 14 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_TOTALTIME 14 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_FLAGS 288 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_FLAGS 292 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_SHOOTS 2521 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_SHOOTS 2521 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_SPAWN 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
@ -172,15 +178,16 @@ gamevar WEAPON0_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON0_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON0_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_WORKSLIKE 1 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_WORKSLIKE 1 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_CLIP 12 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_CLIP 12 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_RELOAD 27 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_RELOAD 27 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_FIREDELAY 2 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_FIREDELAY 2 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_TOTALTIME 6 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_FLAGS 4 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_FLAGS 32768 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_SHOOTS 2595 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_SHOOTS 2595 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_SPAWNTIME 2 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_SPAWNTIME 2 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_SPAWN 2533 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_SPAWN 2533 GAMEVAR_FLAG_PERPLAYER
@ -189,13 +196,14 @@ gamevar WEAPON1_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_FIRESOUND 3 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_FIRESOUND 3 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON1_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON1_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_WORKSLIKE 2 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_WORKSLIKE 2 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_CLIP 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_CLIP 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_RELOAD 13 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_RELOAD 13 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_TOTALTIME 31 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_TOTALTIME 30 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_FLAGS 1024 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_FLAGS 1024 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_SHOOTS 2613 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_SHOOTS 2613 GAMEVAR_FLAG_PERPLAYER
@ -206,15 +214,16 @@ gamevar WEAPON2_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_FIRESOUND 109 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_FIRESOUND 109 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_SOUND2TIME 15 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_SOUND2TIME 15 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_SOUND2SOUND 169 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_SOUND2SOUND 169 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON2_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON2_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_WORKSLIKE 3 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_WORKSLIKE 3 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_CLIP 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_CLIP 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_RELOAD 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_TOTALTIME 10 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_TOTALTIME 12 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_HOLDDELAY 3 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_FLAGS 8276 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_FLAGS 73812 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_SHOOTS 2536 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_SHOOTS 2536 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_SPAWNTIME 1 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_SPAWNTIME 1 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_SPAWN 2533 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_SPAWN 2533 GAMEVAR_FLAG_PERPLAYER
@ -223,7 +232,8 @@ gamevar WEAPON3_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_FIRESOUND 6 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_FIRESOUND 6 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON3_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON3_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON4_WORKSLIKE 4 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON4_WORKSLIKE 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON4_CLIP 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON4_CLIP 0 GAMEVAR_FLAG_PERPLAYER
@ -240,7 +250,8 @@ gamevar WEAPON4_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON4_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON4_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON4_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON4_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON4_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON4_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON4_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON4_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON4_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON5_WORKSLIKE 5 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON5_WORKSLIKE 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON5_CLIP 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON5_CLIP 0 GAMEVAR_FLAG_PERPLAYER
@ -257,7 +268,8 @@ gamevar WEAPON5_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON5_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON5_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON5_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON5_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON5_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON5_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON5_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON5_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON5_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON6_WORKSLIKE 6 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON6_WORKSLIKE 6 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON6_CLIP 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON6_CLIP 0 GAMEVAR_FLAG_PERPLAYER
@ -274,13 +286,14 @@ gamevar WEAPON6_INITIALSOUND 11 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON6_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON6_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON6_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON6_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON6_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON6_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON6_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON6_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON6_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_WORKSLIKE 7 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_WORKSLIKE 7 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_CLIP 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_CLIP 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_RELOAD 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_TOTALTIME 6 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_HOLDDELAY 5 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_HOLDDELAY 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_FLAGS 72 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_FLAGS 72 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_SHOOTS 2605 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_SHOOTS 2605 GAMEVAR_FLAG_PERPLAYER
@ -291,13 +304,14 @@ gamevar WEAPON7_INITIALSOUND 10 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON7_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON7_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_WORKSLIKE 8 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_WORKSLIKE 8 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_CLIP 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_CLIP 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_RELOAD 16 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_RELOAD 16 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_TOTALTIME 40 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_TOTALTIME 16 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_HOLDDELAY 7 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_HOLDDELAY 7 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_FLAGS 3072 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_FLAGS 3072 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_SHOOTS 2563 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_SHOOTS 2563 GAMEVAR_FLAG_PERPLAYER
@ -308,15 +322,16 @@ gamevar WEAPON8_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON8_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON8_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_WORKSLIKE 9 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_WORKSLIKE 9 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_CLIP 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_CLIP 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_RELOAD 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_FIREDELAY 3 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_TOTALTIME 8 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_FLAGS 20 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_FLAGS 65536 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_SHOOTS 1641 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_SHOOTS 1641 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_SPAWNTIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_SPAWN 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_SPAWN 0 GAMEVAR_FLAG_PERPLAYER
@ -325,7 +340,8 @@ gamevar WEAPON9_INITIALSOUND 10 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_FIRESOUND 10 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_FIRESOUND 10 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON9_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON9_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON10_WORKSLIKE 10 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON10_WORKSLIKE 10 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON10_CLIP 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON10_CLIP 0 GAMEVAR_FLAG_PERPLAYER
@ -342,12 +358,13 @@ gamevar WEAPON10_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON10_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON10_FIRESOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON10_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON10_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON10_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON10_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON10_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON10_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON10_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_WORKSLIKE 11 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_WORKSLIKE 11 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_CLIP 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_CLIP 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_RELOAD 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_RELOAD 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_FIREDELAY 2 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_FIREDELAY 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_TOTALTIME 5 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_HOLDDELAY 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_FLAGS 2 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_FLAGS 2 GAMEVAR_FLAG_PERPLAYER
@ -359,11 +376,14 @@ gamevar WEAPON11_INITIALSOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_FIRESOUND 388 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_FIRESOUND 388 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_SOUND2TIME 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_SOUND2SOUND 0 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_RENDERSIZE 0 GAMEVAR_FLAG_PERPLAYER gamevar WEAPON11_RELOADSOUND1 4 GAMEVAR_FLAG_PERPLAYER
gamevar WEAPON11_RELOADSOUND2 5 GAMEVAR_FLAG_PERPLAYER
gamevar GRENADE_LIFETIME 120 GAMEVAR_FLAG_PERPLAYER gamevar GRENADE_LIFETIME 120 GAMEVAR_FLAG_PERPLAYER
gamevar GRENADE_LIFETIME_VAR 30 GAMEVAR_FLAG_PERPLAYER gamevar GRENADE_LIFETIME_VAR 30 GAMEVAR_FLAG_PERPLAYER
gamevar STICKYBOMB_LIFETIME 120 GAMEVAR_FLAG_PERPLAYER gamevar STICKYBOMB_LIFETIME 120 GAMEVAR_FLAG_PERPLAYER
gamevar STICKYBOMB_LIFETIME_VAR 30 GAMEVAR_FLAG_PERPLAYER gamevar STICKYBOMB_LIFETIME_VAR 30 GAMEVAR_FLAG_PERPLAYER
gamevar TRIPBOMB_CONTROL 1 GAMEVAR_FLAG_PERPLAYER // set value to 2 for timed bomb gamevar TRIPBOMB_CONTROL 1 GAMEVAR_FLAG_PERPLAYER // set value to 2 for timed bomb
gamevar PIPEBOMB_CONTROL 1 GAMEVAR_FLAG_PERPLAYER // set value to 2 for grenade behavior gamevar PIPEBOMB_CONTROL 1 GAMEVAR_FLAG_PERPLAYER // set value to 2 for grenade behavior

View file

@ -2,7 +2,7 @@
; HM NIS Edit Wizard helper defines ; HM NIS Edit Wizard helper defines
!define PRODUCT_NAME "EDuke32" !define PRODUCT_NAME "EDuke32"
!define PRODUCT_VERSION "1.4.0 beta 1" !define PRODUCT_VERSION "1.4.0 beta 2"
!define PRODUCT_PUBLISHER "EDuke32 Team" !define PRODUCT_PUBLISHER "EDuke32 Team"
!define PRODUCT_WEB_SITE "http://www.eduke32.com" !define PRODUCT_WEB_SITE "http://www.eduke32.com"
!define PRODUCT_DIR_REGKEY "Software\Microsoft\Windows\CurrentVersion\App Paths\${PRODUCT_NAME}" !define PRODUCT_DIR_REGKEY "Software\Microsoft\Windows\CurrentVersion\App Paths\${PRODUCT_NAME}"
@ -83,7 +83,6 @@ SectionEnd
Section "Level editor" SEC_EDITOR Section "Level editor" SEC_EDITOR
SetOutPath "$INSTDIR" SetOutPath "$INSTDIR"
SetOverwrite ifnewer SetOverwrite ifnewer
File "..\build.cfg"
File "..\mapster32.exe" File "..\mapster32.exe"
CreateDirectory "$SMPROGRAMS\$ICONS_GROUP" CreateDirectory "$SMPROGRAMS\$ICONS_GROUP"
CreateShortCut "$SMPROGRAMS\$ICONS_GROUP\Mapster32.lnk" "$INSTDIR\mapster32.exe" CreateShortCut "$SMPROGRAMS\$ICONS_GROUP\Mapster32.lnk" "$INSTDIR\mapster32.exe"
@ -147,7 +146,6 @@ Section Uninstall
Delete "$INSTDIR\duke3d.def.sample" Delete "$INSTDIR\duke3d.def.sample"
Delete "$INSTDIR\enhance.con.sample" Delete "$INSTDIR\enhance.con.sample"
Delete "$INSTDIR\mapster32.exe" Delete "$INSTDIR\mapster32.exe"
Delete "$INSTDIR\build.cfg"
Delete "$INSTDIR\setup.exe" Delete "$INSTDIR\setup.exe"
Delete "$INSTDIR\ChangeLog.html" Delete "$INSTDIR\ChangeLog.html"
Delete "$INSTDIR\ChangeLog" Delete "$INSTDIR\ChangeLog"

View file

@ -227,7 +227,7 @@ void CONFIG_SetDefaults( void )
SoundToggle = 1; SoundToggle = 1;
ud.automsg = 0; ud.automsg = 0;
ud.autovote = 0; ud.autovote = 0;
ud.brightness = 16; ud.brightness = 8;
ud.color = 0; ud.color = 0;
ud.crosshair = 2; ud.crosshair = 2;
ud.democams = 1; ud.democams = 1;

View file

@ -44,7 +44,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "util_lib.h" #include "util_lib.h"
#define VERSION " 1.4.0svn" #define VERSION " 1.4.0 beta 2"
#define HEAD "EDuke32"VERSION" (shareware mode)" #define HEAD "EDuke32"VERSION" (shareware mode)"
#define HEAD2 "EDuke32"VERSION #define HEAD2 "EDuke32"VERSION

View file

@ -263,6 +263,12 @@ void AudioUpdate(void)
if (chans[i].chan) jfaud->FreeSound(chans[i].chan); if (chans[i].chan) jfaud->FreeSound(chans[i].chan);
chans[i].chan = NULL; chans[i].chan = NULL;
chans[i].done = false; chans[i].done = false;
if (chans[i].owner >= 0 &&
sprite[chans[i].owner].picnum == MUSICANDSFX &&
sector[sprite[chans[i].owner].sectnum].lotag < 3 &&
sprite[chans[i].owner].lotag < 999)
hittype[chans[i].owner].temp_data[0] = 0;
} }
jfaud->Update(false); // don't age the cache here jfaud->Update(false); // don't age the cache here
} }
@ -589,10 +595,7 @@ void pan3dsound(void)
if (PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,sx,sy,sz-(24<<8),SECT) ) if (PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,sx,sy,sz-(24<<8),SECT) )
gain *= OCCLUDEDFACTOR; gain *= OCCLUDEDFACTOR;
if(PN == MUSICANDSFX && SLT < 999) { if(PN == MUSICANDSFX && SLT < 999) rolloff = 1.0;
numenvsnds++;
rolloff = 1.0;
}
if( soundm[ chans[j].soundnum ]&SOUNDM_GLOBAL ) global = 1; if( soundm[ chans[j].soundnum ]&SOUNDM_GLOBAL ) global = 1;
switch(chans[j].soundnum) { switch(chans[j].soundnum) {
@ -647,13 +650,8 @@ void FX_SetReverbDelay( int delay )
int FX_VoiceAvailable( int priority ) int FX_VoiceAvailable( int priority )
{ {
int j;
if (!jfaud) return 0; if (!jfaud) return 0;
for (j=NumVoices-1;j>=0;j--) { return 1;
if (!chans[j].chan || !jfaud->IsValidSound(chans[j].chan)) return 1;
}
return 0;
} }
int FX_PlayVOC3D( char *ptr, int pitchoffset, int angle, int distance, int FX_PlayVOC3D( char *ptr, int pitchoffset, int angle, int distance,

View file

@ -34,11 +34,9 @@ short callsound(short sn,short whatsprite)
haltsoundhack = 0; haltsoundhack = 0;
return -1; return -1;
} }
// initprintf("begin callsound(%d,%d)\n",sn,whatsprite);
i = headspritesect[sn]; i = headspritesect[sn];
while(i >= 0) while(i >= 0)
{ {
// initprintf("callsound(%d,%d) i=%d T1-6=%d,%d,%d,%d,%d,%d PN=%d SLT=%d SHT=%d\n",sn,whatsprite,i,T1,T2,T3,T4,T5,T6,PN,SLT,SHT);
if( PN == MUSICANDSFX && SLT < 1000 ) if( PN == MUSICANDSFX && SLT < 1000 )
{ {
if(whatsprite == -1) whatsprite = i; if(whatsprite == -1) whatsprite = i;
@ -67,12 +65,10 @@ short callsound(short sn,short whatsprite)
T6 = whatsprite; T6 = whatsprite;
T1 = 0; T1 = 0;
} }
// initprintf("end callsound(%d,%d)\n",sn,whatsprite);
return SLT; return SLT;
} }
i = nextspritesect[i]; i = nextspritesect[i];
} }
// initprintf("end callsound(%d,%d) -1\n",sn,whatsprite);
return -1; return -1;
} }