Remove dfread and kdfwrite, only leave a recipe how to get their
source from the respective used functions.
git-svn-id: https://svn.eduke32.com/eduke32@2368 1a8010ca-5511-0410-912e-c29ae57300e0
I'm not getting this warning (synthesis is) but I think it's justified because
the VOC block parsing code isn't terribly validating...
git-svn-id: https://svn.eduke32.com/eduke32@2364 1a8010ca-5511-0410-912e-c29ae57300e0
The following functions have const qualifiers attached for the 'destination'
arguments: kdfwrite, dfwrite in cache1d.c and copybuf{byte,reverse,} in the
pragmas source or headers. A couple uses of the latter ones were replaced
with calls to standard library functions.
git-svn-id: https://svn.eduke32.com/eduke32@2361 1a8010ca-5511-0410-912e-c29ae57300e0
This is useful to debug out-of-bound violations for memory allocated
with that function.
git-svn-id: https://svn.eduke32.com/eduke32@2360 1a8010ca-5511-0410-912e-c29ae57300e0
- RENDERER SETUP is now also accessible from classic, with only 2 options:
'aspect ratio' and 'ambient light level'
- remove the latter option from the VIDEO SETUP menu
- When compiled with OpenGL, the aspect ratio option cycles between 3 states:
r_usenewaspect=1 (the modern way), and r_usenewaspect=0 but r_widescreen=0/1.
In non-GL builds, there are only 2 states.
- don't display black translucent overlay in COLOR CORRECTION menu
git-svn-id: https://svn.eduke32.com/eduke32@2358 1a8010ca-5511-0410-912e-c29ae57300e0
This makes more sense because the game selector draws the names with uppercase
letters and the hotkeys to jump to a map starting with a particualar letter
aren't case sensitive, either. Mapster32's selector will still display maps
starting with upper case first.
git-svn-id: https://svn.eduke32.com/eduke32@2356 1a8010ca-5511-0410-912e-c29ae57300e0
The bulk are whitespace changes; the only exception is a
"if (expr) { stmt; }" --> "if (expr) stmt;"
git-svn-id: https://svn.eduke32.com/eduke32@2353 1a8010ca-5511-0410-912e-c29ae57300e0
Also, there's a "ladder" that passes through a TROR portal, and the mirror
in that map has been fixed for the classic renderer.
git-svn-id: https://svn.eduke32.com/eduke32@2351 1a8010ca-5511-0410-912e-c29ae57300e0
The reason was that drawmasks(), which was where the resetting of the fake
RoR textures happened under Polymer, can be called from polymer_displayrooms()
when mirrors are present. I was assuming that drawmasks() was only ever called
after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking
was set, reset, set, reset, ... which it was not.
Now, do the resetting explicitly after every drawmasks() in the editor.
git-svn-id: https://svn.eduke32.com/eduke32@2350 1a8010ca-5511-0410-912e-c29ae57300e0
I find this cleaner for two reasons. First, lotags won't get in the way of
neartag(), so that doors and switches near constrained TROR walls can be
pushed. Second, this removes the information leak so that CON coders aren't
tempted to read that values directly before a proper API for that comes along.
When writing out a map in-game (e.g. with dndebug), restore the respective
members so that it can be loaded in the editor again.
git-svn-id: https://svn.eduke32.com/eduke32@2349 1a8010ca-5511-0410-912e-c29ae57300e0
getzrange() returns the floor rather than the sprite if their heights are
equal. Now, make an exception for extended floors (analogously, ceilings).
git-svn-id: https://svn.eduke32.com/eduke32@2347 1a8010ca-5511-0410-912e-c29ae57300e0
- Maintain a position relative to the start of the data. VOC doesn't
mandate an EOF marker (blocktype 0). If we go over the end, fake
that marker, so as to restart a looping sound or stop a one-shot one.
This fixes an uninitialized mem access with the corrupt SNAKRM.VOC.
- When encountering the EOF marker, don't read the 3 bytes of block size,
since they may not be there.
- Read blocksize by ORing and shifting the 3 bytes, not with *(int32_t *)...
git-svn-id: https://svn.eduke32.com/eduke32@2346 1a8010ca-5511-0410-912e-c29ae57300e0
- guard cansee() against negative sectnums (return 0 immediately), since
it's often called with the player sectnum as one argument
- in resetpspritevars(), don't inset APLAYER sprite if sectnum < 0, which
can happen if a map is started in void space accidentally (e.g. from
the editor)
- two checks before accessing sector[] with a player sectnum
git-svn-id: https://svn.eduke32.com/eduke32@2342 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes updateanimation picking up foreign (and thus potentially oob)
frame numbers at "3: c > n".
git-svn-id: https://svn.eduke32.com/eduke32@2339 1a8010ca-5511-0410-912e-c29ae57300e0
Uncomment #define DEBUG_VALGRIND_NO_SMC in duke3d.h to be able to
valgrind --smc-check=none (or the default stack-only)
with Polymost and Polymer renderers.
git-svn-id: https://svn.eduke32.com/eduke32@2337 1a8010ca-5511-0410-912e-c29ae57300e0
It was causing update issues when many tints were applied simultaneously,
like being shot and spit at by enforcers while being on rails barefeet.
Also, the GL modes were calling gltexinvalidate8() when picking up goodies
or being hurt with that change, so it needs much more thought.
git-svn-id: https://svn.eduke32.com/eduke32@2322 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes a bug in passing: 'int32_t j' was assigned to as a temporary inside
one instance of the code, but used as if it were the previous sprite index
further on. Would only happen with projectiles that "work like" both SPIT
and RPG_IMPACT.
git-svn-id: https://svn.eduke32.com/eduke32@2321 1a8010ca-5511-0410-912e-c29ae57300e0