For reference, they are the following:
- cache1d.c: suckcache()
- build.c: compare_wall_coords()
- make switch-invisible heuristic
- Mapster32: old sprite search
- Mapster32: manual z range
- m32script: read/writearray, qgetsysstr
- menus.c: savetemp()
git-svn-id: https://svn.eduke32.com/eduke32@2981 1a8010ca-5511-0410-912e-c29ae57300e0
Playing around with Coccinelle's semantic patches... be prepared for more.
git-svn-id: https://svn.eduke32.com/eduke32@2979 1a8010ca-5511-0410-912e-c29ae57300e0
Well, this never worked anyway, but invoking demons flying out of your
nose is never a good idea.
git-svn-id: https://svn.eduke32.com/eduke32@2977 1a8010ca-5511-0410-912e-c29ae57300e0
Note that since setting RETURN did nothing before, there is no backwards compatibility to uphold. Therefore, setting RETURN to 1 will cause the pistol to be selected, not disable the event. Set RETURN to -1 to cancel switching.
git-svn-id: https://svn.eduke32.com/eduke32@2976 1a8010ca-5511-0410-912e-c29ae57300e0
1. EVENT_PREGAME
2. hardcoded stuff
3. EVENT_GAME
One potential use is to examine values which are clobbered by commands such as ifhitweapon/ifwasweapon.
git-svn-id: https://svn.eduke32.com/eduke32@2973 1a8010ca-5511-0410-912e-c29ae57300e0
The spawn-time SE 17 setup uses nextsectorneighborz() which can fail
(return -1) on some circumstances and would cause an OOB sector[] access.
git-svn-id: https://svn.eduke32.com/eduke32@2971 1a8010ca-5511-0410-912e-c29ae57300e0
This is mostly for debugging, since currently, Mapster32 restores sprites
not in the same order as the original sprite index order. Also, expose
this option from map2text.lua and mapdiff.sh.
git-svn-id: https://svn.eduke32.com/eduke32@2968 1a8010ca-5511-0410-912e-c29ae57300e0
This is really an artifact of overloading the sector fields for different uses.
For copy-pasting TROR'd portions, the bug still persists.
git-svn-id: https://svn.eduke32.com/eduke32@2963 1a8010ca-5511-0410-912e-c29ae57300e0
Basically, base palettes with lower indices trump higher ones. For example,
when one player is underwater and the other above, the normal palette takes
precedence.
git-svn-id: https://svn.eduke32.com/eduke32@2955 1a8010ca-5511-0410-912e-c29ae57300e0
Currently, the only kinds of tint that can be applied simultaneously are
one "palfrom" per player, plus one loogie tint per player. Each palfrom
still overrides the preceding one. However, this is not a big problem IMO
since palfroms decrease at the same rate (loogie tint decreases at half the
speed). This change is especially good for the splitscreen mod, since now
the tints of the two players won't compete with each other. See the comment
in the source for some properties of the blending formula.
git-svn-id: https://svn.eduke32.com/eduke32@2954 1a8010ca-5511-0410-912e-c29ae57300e0
A debug macro to test tints being stuck at the least intense non-zero value
is provided in engine.c.
git-svn-id: https://svn.eduke32.com/eduke32@2952 1a8010ca-5511-0410-912e-c29ae57300e0
Reverved quotes are ones like "Killed by xxx". Since they're only
shown for the first player for now, printing them in the upper part
makes more sense (in above/below split, the first player is above).
git-svn-id: https://svn.eduke32.com/eduke32@2950 1a8010ca-5511-0410-912e-c29ae57300e0
To enable it, the HUD-less (maximized) screen size must be selected.
git-svn-id: https://svn.eduke32.com/eduke32@2944 1a8010ca-5511-0410-912e-c29ae57300e0
Because rotating sectors "smoothly" by 1 BUILD ang will quickly accumulate
roundoff error, this lets the user first do that as a preview and then use the
manual angle rotation do carry it out for real.
git-svn-id: https://svn.eduke32.com/eduke32@2942 1a8010ca-5511-0410-912e-c29ae57300e0
Using the players's cursectnum instead of "updating" the sectnum means that it
won't glitch on SoS. The z clamping (basically a port of some code from
G_DrawRooms) is so that the view won't be drawn from under the floor when shrunk.
git-svn-id: https://svn.eduke32.com/eduke32@2939 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the screen keeping the bluish tint even after shattering a
frozen player in the splitscreen mod.
git-svn-id: https://svn.eduke32.com/eduke32@2938 1a8010ca-5511-0410-912e-c29ae57300e0