There's no option letter for loading them, and the extension is checked
case sensitively. Lua modules are loaded after CON translated to Lua.
Also remove -testlua option.
git-svn-id: https://svn.eduke32.com/eduke32@3788 1a8010ca-5511-0410-912e-c29ae57300e0
Selected by writing e.g. 'corruptcheck tryfix 1-14 ??' in the console.
Like with the first alternative, the corruption numbers / range (here, 1-14)
must be given.
git-svn-id: https://svn.eduke32.com/eduke32@3746 1a8010ca-5511-0410-912e-c29ae57300e0
... in the auto-correction. Also,
- make two similar corruptions level 5 (wallptr oob, wallptr+wallnum oob).
- in drawscreen_drawwall(), do a more strict bound check, not only >=0.
git-svn-id: https://svn.eduke32.com/eduke32@3745 1a8010ca-5511-0410-912e-c29ae57300e0
That is, assume that switch(DYNAMICTILEMAP(-1)) (which is an oob access and thus
undefined behavior) gets us to the 'default:' label.
git-svn-id: https://svn.eduke32.com/eduke32@3743 1a8010ca-5511-0410-912e-c29ae57300e0
In the mirror reversing code, get rid of the padding. This may produce
seams, but they appear to be extremely transient and shouldn't be
noticeable.
In game.c, add a debugging compilation switch DEBUG_MIRRORS_ONLY.
git-svn-id: https://svn.eduke32.com/eduke32@3726 1a8010ca-5511-0410-912e-c29ae57300e0
No functional changes, but a (commented out) debug line for an oob read of the
frame buffer when the mirror covers the whole screen is inserted.
git-svn-id: https://svn.eduke32.com/eduke32@3719 1a8010ca-5511-0410-912e-c29ae57300e0
- Return early from drawsprite_classic() if tspr->owner if oob.
Commonize that check between renderers into bad_tspr().
- Make the BIT() macro a left-shift of the *unsigned* number 1,
preventing expansion to (1<<31).
git-svn-id: https://svn.eduke32.com/eduke32@3717 1a8010ca-5511-0410-912e-c29ae57300e0
Numbers 0 and 1 mean 'no spread', but the latter does one krand() call.
Negative numbers are reserved for potential future use.
git-svn-id: https://svn.eduke32.com/eduke32@3715 1a8010ca-5511-0410-912e-c29ae57300e0
... four lines later.
I don't know if that is the intended semantics for this function, but
nasal demons is clearly not what we want. Please review!
git-svn-id: https://svn.eduke32.com/eduke32@3712 1a8010ca-5511-0410-912e-c29ae57300e0
grpinfo
{
name "YourGameName"
scriptname "yourgame.con"
defname "yourgame.def"
size yourgrpsize
dependency DUKE15_CRC
flags GAMEFLAG_ADDON
crc yourgrpcrc
}
The "flags" field can also take the value "GAMEFLAG_DUKE" to define a new base game. Since this is the first commit of a new feature, certain semantics of the implementation and syntax are liable to change as necessary.
git-svn-id: https://svn.eduke32.com/eduke32@3708 1a8010ca-5511-0410-912e-c29ae57300e0
Also remove the two instances of commented out code, but not the respective
CON structure access code.
git-svn-id: https://svn.eduke32.com/eduke32@3702 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes RESPAWN preview wrongly clamping the previewed tsprite z coords to
[-524288 .. 524288] (x/y limits).
Also, make the previewed tsprites be 33% translucent with the option of 66%
translucency by setting 'showrespawn_fulltrans' to 1 in a.m32.
git-svn-id: https://svn.eduke32.com/eduke32@3699 1a8010ca-5511-0410-912e-c29ae57300e0
Sprites are now considered to have out of bounds sector numbers if it is
< 0 or >= numsectors (not merely >= MAXSECTORS). If such a sprite is now
encountered during post-load, an attempt is made first to assign it a sector
number (using updatesector()). If that fails, the sprite is removed from the
map. The background is that a dozen of maps do come with such sprites and
could previously corrupt the sprite list when loaded.
git-svn-id: https://svn.eduke32.com/eduke32@3696 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, in GL modes, and if the CHAINGUN is not replaced by a model,
- draw the upper part twice: first, two screen pixels * weapon scale lower,
then at the original position
- reverse the previous order: draw the upper part first, then the lower part
This is much preferable to the previous engine-side hack, and to my eye,
it looks perfect now.
git-svn-id: https://svn.eduke32.com/eduke32@3695 1a8010ca-5511-0410-912e-c29ae57300e0
- In the A_MoveSprite() code that transports projectiles due to an SE7
(introduced in r1450 / legacy ROR), only report "success" if the
transportation succeeded.
- Clear newly introduced internal SPRITE_DIDNOSE7WATER flag after
checking it.
git-svn-id: https://svn.eduke32.com/eduke32@3682 1a8010ca-5511-0410-912e-c29ae57300e0
Also, in two cases, don't assign A_IncurDamage() result to a variable if
it's not needed.
git-svn-id: https://svn.eduke32.com/eduke32@3681 1a8010ca-5511-0410-912e-c29ae57300e0
- In S_PlaySound(), move the sound index bound check above an indexing.
- For A_CheckHitSprite(), and A_FindPlayer(), allow NULL second arg.
- In A_ShootWithZvel(), make some one-letter vars be int32_t, making
storing safeldist() results in them meaningful.
- In MaybeTrainKillEnemies(), remove two redundant checks and move another
one further up.
- Comment that SIDEBOLT1 will never be translucent as was probably intended.
- In G_MoveFX(), fix an always-true comparison.
git-svn-id: https://svn.eduke32.com/eduke32@3680 1a8010ca-5511-0410-912e-c29ae57300e0
- Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF,
SPRITES_OF_SECT and new SPRITES_OF_SECT_SAFE macros.
- In passing, identify some problems and mark them with 'XXX', but don't
attempt to fix them yet.
- The usual readability improvements...
git-svn-id: https://svn.eduke32.com/eduke32@3679 1a8010ca-5511-0410-912e-c29ae57300e0
Actually, the tweaked code in VM_Move() is not specific to projectiles, so
other sprites now may pass no-SE7 water boundaries too, but it's most noticeable
with projectiles.
git-svn-id: https://svn.eduke32.com/eduke32@3678 1a8010ca-5511-0410-912e-c29ae57300e0
That is, if submerging, the lower sector MUST have lotag 2. If emerging, the
upper sector MUST have lotag 1. (Previously, emersion happened from ST 2 sectors
unconditionally.) This means that the area where submersion or emersion can
happen is now the same for the top and bottom parts.
git-svn-id: https://svn.eduke32.com/eduke32@3677 1a8010ca-5511-0410-912e-c29ae57300e0
Let me know if this breaks any mods that have #2462 with an x-dimension other than 320.
git-svn-id: https://svn.eduke32.com/eduke32@3674 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes liztroops not passing TROR layers when on the jetpack, as well as
other enemies capable of moving upward, and also COMMANDER and DRONE (for which
the code is special-cased).
git-svn-id: https://svn.eduke32.com/eduke32@3666 1a8010ca-5511-0410-912e-c29ae57300e0
Nag: The behavoir of atoi() is *undefined* if "the value of the result
cannot be represented" (C99 7.20.1).
Note: my nagging about undefined behaviors will *not* get less over time. :P
git-svn-id: https://svn.eduke32.com/eduke32@3660 1a8010ca-5511-0410-912e-c29ae57300e0
The Lunatic build compiles with new structures for sector and wall types.
They have separate members for TROR {up,down}{bunch,nextwall}, so there are
no conflicts with other uses of members into which they were previously
shoehorned. Also, the maximum bunch limit is bumped to 512 in that build.
Currently, loading from V7/8/9 and saving to V7 and V8 are supported.
git-svn-id: https://svn.eduke32.com/eduke32@3658 1a8010ca-5511-0410-912e-c29ae57300e0
Also, implement 'cmenu' in LunaCON, make 'definequote' also allowed as inner
command.
git-svn-id: https://svn.eduke32.com/eduke32@3656 1a8010ca-5511-0410-912e-c29ae57300e0
So that members needing it are checked when they're assigned to using the
usual syntax. What kind of check to perform (sector, player, ... x whether
negative values are allowed) is written in a declarative fashion inside the
C declaration.
Also, make Lunatic's MAXQUOTES be C's OBITQUOTEINDEX and bound-check an
access of sprite[p->wackedbyplayer] in the C code.
git-svn-id: https://svn.eduke32.com/eduke32@3653 1a8010ca-5511-0410-912e-c29ae57300e0
Toggled with Ctrl+Shift+[KP-]. Variable 'headlight_range' controls its range.
For the implementation, a new event EVENT_PREDRAW3DSCREEN was added.
git-svn-id: https://svn.eduke32.com/eduke32@3648 1a8010ca-5511-0410-912e-c29ae57300e0
In Lunatic, gamevars (variables that are saved with savegames) are per-module.
git-svn-id: https://svn.eduke32.com/eduke32@3642 1a8010ca-5511-0410-912e-c29ae57300e0
This is done by always calling FX_PlayAuto3D() to play such sounds. It now
additionally takes a third argument 'loophow', permissible values being
FX_ONESHOT and FX_LOOP.
git-svn-id: https://svn.eduke32.com/eduke32@3631 1a8010ca-5511-0410-912e-c29ae57300e0
Also, for tip_incs values greater or equal than the number of elements in
this table, return early reporting that the hand has been drawn, so that
the otherwise selected weapon is not drawn.
git-svn-id: https://svn.eduke32.com/eduke32@3630 1a8010ca-5511-0410-912e-c29ae57300e0
For events and actors, a flag can be now passed whether to chain the new
function at the beginning or end of an already existing one, or to replace
it entirely.
Also, for the translator, add option -fno-error-nostate, disabled by default.
git-svn-id: https://svn.eduke32.com/eduke32@3629 1a8010ca-5511-0410-912e-c29ae57300e0