LOGO_NOE1ENDSCREEN
LOGO_NOE2ENDSCREEN
LOGO_NOE3RADLOGO
LOGO_NODUKETEAMTEXT
LOGO_NODUKETEAMPIC
As part of this, the LOGO_NOE*BONUSSCENE flags no longer remove the entire end sequence in one go. They now only remove the primary cinematic. If you want their previous effect, you'll have to add these additional bits.
git-svn-id: https://svn.eduke32.com/eduke32@4514 1a8010ca-5511-0410-912e-c29ae57300e0
That is, the reverse of what is returned with the first outarg. Use that in
lunatic/util/foreachmap.lua. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4499 1a8010ca-5511-0410-912e-c29ae57300e0
Mouse/touch/pointer support is yet to come. #SOON.
Exposure to scripting is a LONG way off. Months. The spec and data structure needs time for comment and revision. The eventual scripting access will be Lua-only.
git-svn-id: https://svn.eduke32.com/eduke32@4496 1a8010ca-5511-0410-912e-c29ae57300e0
Note that x-flipping is determined by the cstat of the upper part of the wall
(that is, the wall facing the player, not the nextwall, from which the picnum
for the bottom part is taken.)
git-svn-id: https://svn.eduke32.com/eduke32@4493 1a8010ca-5511-0410-912e-c29ae57300e0
... and cull code that is dead with the X*alloc() versions since they never
return NULL on requesting memory.
Use something like
git grep '[^Xx]\(m\|c\|re\)alloc *('
and
git grep '[^Xx]strdup *('
to see places where I left the B*alloc() calls intact.
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4491 1a8010ca-5511-0410-912e-c29ae57300e0
These wrap the x*alloc or xstrdup functions in compat.c. The handler gets passed
__FILE__, __LINE__ and __func__ (if available) in debugging builds.
Terminating the application process immediately in case of allocation failure
will let us prune many error handling paths and simplify a good portion of code.
git-svn-id: https://svn.eduke32.com/eduke32@4490 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the subway sound not played once on map initialization.
git-svn-id: https://svn.eduke32.com/eduke32@4481 1a8010ca-5511-0410-912e-c29ae57300e0
This only affects zombie actors in a sector with a parallaxed ceiling. If they
have SFLAG_NOSHADE clear, their shade is taken from the ceiling upon
changing the statnum. Previously, A_CheckSpriteFlags() received a value that
could only be 0 or 1 for the sprite index (typo).
git-svn-id: https://svn.eduke32.com/eduke32@4477 1a8010ca-5511-0410-912e-c29ae57300e0
Mostly, these are rendering-related variables. We keep *writing* them to
mapster32.cfg so that older Mapster32 versions can be used side-by-side
for now.
git-svn-id: https://svn.eduke32.com/eduke32@4462 1a8010ca-5511-0410-912e-c29ae57300e0
Concretely, for all 1 <= i <= 255, make graypalookup[31][i] := graypalookup[31][0].
Also document 'fogpal' in the Lunatic doc.
git-svn-id: https://svn.eduke32.com/eduke32@4456 1a8010ca-5511-0410-912e-c29ae57300e0
Also,
- add a static assertion to engine.c
- gameexec.c: compile out an unused function in Lunatic builds
git-svn-id: https://svn.eduke32.com/eduke32@4451 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the game not process as many ticks as have elapsed during the saving
afterwards.
git-svn-id: https://svn.eduke32.com/eduke32@4450 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, the check was for the hard-coded sound number. This made it
impossible to change difficulty selection sounds via EVENT_SOUND.
git-svn-id: https://svn.eduke32.com/eduke32@4449 1a8010ca-5511-0410-912e-c29ae57300e0