to negative numbers. Previously, only checks for being zero were performed,
but CON code in the wild also has WEAPONx_SPAWN -1, which would propagate to
the sprite picnum...
git-svn-id: https://svn.eduke32.com/eduke32@2180 1a8010ca-5511-0410-912e-c29ae57300e0
Usage: press the ['] (quote) modifier together with the PERIOD key.
Aligns only the immediate upper and lower neighbors of each wall that got
aligned by following point2s or nextwalls. Doesn't play well with Alt
(carry over xrepeat) yet, might need two subsequent alignment passes.
git-svn-id: https://svn.eduke32.com/eduke32@2178 1a8010ca-5511-0410-912e-c29ae57300e0
Various code checked for switch tiles in the following manner,
for (ii=0; ii<2; ii++)
switch (DynamicTileMap[sprite[i].picnum-1+ii]) { case SOME_SWITCH: ... }
which blows for picnum 0. Now, we simply disallow it.
git-svn-id: https://svn.eduke32.com/eduke32@2174 1a8010ca-5511-0410-912e-c29ae57300e0
(getzrange, hitscan, clipmove, drawmapview).
They're reproducible with DNE1.3D; Since these angle values most likely come
from CON code, my suggestion would be to bit-and all values representing angles
with 2047 when setting the from CON, but I'd have to think about potential
side-effects of doing this.
git-svn-id: https://svn.eduke32.com/eduke32@2170 1a8010ca-5511-0410-912e-c29ae57300e0
callback 'G_Polymer_UnInit'.
- In astub.c, reset spritelightid to -1 when nulling the spritelightptr of
a sprite (no crashes observed, just precaution)
- In sdlayer.c, catch SIGILLs with our signal handler too, since illegal
instructions are what the instrumented debug builds will execute when
attempting to carry out an undefined (per C) operation.
git-svn-id: https://svn.eduke32.com/eduke32@2169 1a8010ca-5511-0410-912e-c29ae57300e0
How in the name of hell this could pass undetected for so long is a
mystery to me.
git-svn-id: https://svn.eduke32.com/eduke32@2163 1a8010ca-5511-0410-912e-c29ae57300e0
values; check the color index that is potentially gotten from the string to
be printed.
git-svn-id: https://svn.eduke32.com/eduke32@2162 1a8010ca-5511-0410-912e-c29ae57300e0
menu. If some sectors are highlighted, save their indices. The highlighting
of those particular sectors can then be restored at a later time (but careful
across structural modifications that tweak sector indices) by running the same
function. Shares a 'gamearray' with function 'collect_teleporting_sectors',
so the latter will reset this one when run.
git-svn-id: https://svn.eduke32.com/eduke32@2155 1a8010ca-5511-0410-912e-c29ae57300e0
one sector was filled and the 'clear bunch' message was displayed even if the
operation was canceled.
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represents a pointer into the script for label types other than LABEL_DEFINE
instead of checking inclusion of the value in the script bounds. This
assertion was tested with WGR2 SVN.
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them has a different height, print the sectnums of two differing sectors
to so that the mapper can find and examine them with Ctrl-J.
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The texture warping mode will need to be set depending on whether we're
actually drawing a parallaxed sky or not.
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This fixes the vertical (~1 texel wide) stripes that are especially
noticable with tiled art skies and Polymost with r_parallaxskyclamp=1
or Polymer (which always uploads skies with repeating s and t coords).
What constitutes a sky tile is currently hardcoded to be >=78 and <=99.
git-svn-id: https://svn.eduke32.com/eduke32@2141 1a8010ca-5511-0410-912e-c29ae57300e0
and restore_highlighted_sector functions. What this means is that TROR bunches
are now correctly duplicated too (only if all sectors of a given bunch are
highlighted).
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(i.e. first press RAlt, then hold RShift to make it active), consider all
sectors, even the grayed out ones.
This makes 6 modifier keys in 4 categories for RAlt. Can you name them all?
Also spell out the labels that get drawn near the reticle when applying
some of the modifiers and make them not show when not actually selecting
(e.g. pressed RShift alone, but have highlighted sectors)
git-svn-id: https://svn.eduke32.com/eduke32@2137 1a8010ca-5511-0410-912e-c29ae57300e0
that bunches and nextwall links are restores, too. Now, to coalesce two
TROR maps (e.g. for a CBP), one could
do for i allsectors, sethighlightsector i 1
on the console, and then load the 'other' map to copy over the contents
of the first, including all TROR stuff. Note that neither selecting
all sectors with RAlt, nor duplicating them with Insert would lead to
the desired effect (yet).
Internally,
- yax_setbunch() now has different behavior for bunchnums -1, -2 and -3
(it either clears the nextwalls or not)
- build.c has a helper function free_n_ptrs(). This could be handy in
other situations where many blocks of memory must be allocated
consecutively and freed in case of failure
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suboptimal, but at least 'correct' and won't produce the aforementioned
corruptions anymore.
git-svn-id: https://svn.eduke32.com/eduke32@2135 1a8010ca-5511-0410-912e-c29ae57300e0
can be caused by copying map parts from one map to another (or a new one).
The copying system is slightly broken right now....
git-svn-id: https://svn.eduke32.com/eduke32@2133 1a8010ca-5511-0410-912e-c29ae57300e0
next{wall,sector} indices instead of using checksectorpointer() so
that the nextwalls will be restored exactly as they were (provided
that they are copied). Also fix tweaking the sectnums of sprites.
git-svn-id: https://svn.eduke32.com/eduke32@2132 1a8010ca-5511-0410-912e-c29ae57300e0