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
- Don't attempt to play an ANM file if it is empty (warn) or too short (error).
- If failing to read IVF file header or initializing VPX codec, don't play ANM.
- Return early from gltexapplyprops() if not in GL modes.
git-svn-id: https://svn.eduke32.com/eduke32@3628 1a8010ca-5511-0410-912e-c29ae57300e0
The code is mostly by other people, who are credited in the CON files.
git-svn-id: https://svn.eduke32.com/eduke32@3627 1a8010ca-5511-0410-912e-c29ae57300e0
With this change, it is impossible for negative values to be used as array
indices inside this function, and I believe that it is also impossible that
they escape to somewhere they might be used as such.
For Lunatic, allow setting actor[].picnum to negative values and in the
translator, add (commented out) code to warn whenever it is set to a constant
negative value. Also, fix a _sound call in _addphealth in control.lua.
git-svn-id: https://svn.eduke32.com/eduke32@3626 1a8010ca-5511-0410-912e-c29ae57300e0