This obviously won't help performance as the scene has still to be drawn at
the original resolution, but it's better than the draw-to-tile hack.
git-svn-id: https://svn.eduke32.com/eduke32@3378 1a8010ca-5511-0410-912e-c29ae57300e0
The SDL and Windows layers had slightly different code: the latter would
dereference a NULL pointer if stdout.txt failed being write-opened.
git-svn-id: https://svn.eduke32.com/eduke32@3377 1a8010ca-5511-0410-912e-c29ae57300e0
When reaching wall limits, it is possible that only some circle points will
be inserted and the result is left unfinished.
git-svn-id: https://svn.eduke32.com/eduke32@3376 1a8010ca-5511-0410-912e-c29ae57300e0
On the C side, zrange, angrange and autoaimang are represented as
DukePlayer_t members then.
git-svn-id: https://svn.eduke32.com/eduke32@3366 1a8010ca-5511-0410-912e-c29ae57300e0
Reproduced as follows (assuming all tiles have texel-hitscan for simplicity):
In E2L5, shoot the opening switch with the shotgun, aiming for the border.
The crash occurs because the *other*, depressed switch tile isn't yet loaded
when we index into its tile storage. Dereferencing 0+small number == BAD!
git-svn-id: https://svn.eduke32.com/eduke32@3364 1a8010ca-5511-0410-912e-c29ae57300e0
The diff may look daunting, but it's clear what is changed with
git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]' -b
git-svn-id: https://svn.eduke32.com/eduke32@3361 1a8010ca-5511-0410-912e-c29ae57300e0
Factoring out 2x almost duplicated code into {P,A}_PostFireHitscan().
git-svn-id: https://svn.eduke32.com/eduke32@3360 1a8010ca-5511-0410-912e-c29ae57300e0
The code is duplicated with small changes for the hardcoded and custom
projectiles.
Adding local functions P_PreFireHitscan(), A_PreFireHitscan() and
Proj_MaybeAddSpread().
git-svn-id: https://svn.eduke32.com/eduke32@3358 1a8010ca-5511-0410-912e-c29ae57300e0
In Lunatic-only build, also always allocate the first 128 quotes.
git-svn-id: https://svn.eduke32.com/eduke32@3356 1a8010ca-5511-0410-912e-c29ae57300e0
Preventing a continuously growing stack top and inevitable program termination.
Also, commonize the error handling to live on the engine side.
git-svn-id: https://svn.eduke32.com/eduke32@3352 1a8010ca-5511-0410-912e-c29ae57300e0
FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me.
Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64.
HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).
git-svn-id: https://svn.eduke32.com/eduke32@3335 1a8010ca-5511-0410-912e-c29ae57300e0
* Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows.
* Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple.
* Deleted Apple/lib/include/{ogg,vorbis}/, see previous point.
* Deleted Apple/lib/libvorbisenc.a, 6MB saved.
* Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong.
* Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.)
* Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more.
* Renamed "StartupWinController*" to "startosx*".
git-svn-id: https://svn.eduke32.com/eduke32@3334 1a8010ca-5511-0410-912e-c29ae57300e0
In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS],
allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE).
For Lunatic, they are replaced with
weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].
git-svn-id: https://svn.eduke32.com/eduke32@3328 1a8010ca-5511-0410-912e-c29ae57300e0