The primary reason for doing this is that handing of moving sectors is
significantly simplified. Because moving sectors usually don't move containing
SEs/effector-statnum sprites, no special handing code is needed to move light
SEs with them. Thus, this commit sets light SEs to a new statnum when they're
spawned *from premap*, and a new G_Move*-like function (called G_DoPolymerLights)
is added to process every sprite in that status list.
This should "fix" light SEs moving together with a variety of moving sectors,
but CON programs expecting the old behavior may break, therefore this commit is
marked as experimental.
Additionally, a problem with the old implementation is identified: it seems like
the correct functioning is dependent upon the order of processing between the
sector movement effector and the light SE, so this makes it another good reason
for the change. (A third one is that all lights can be processed with a per-
statnum loop, but CON coders should not do this until the change is considered
final).
git-svn-id: https://svn.eduke32.com/eduke32@2646 1a8010ca-5511-0410-912e-c29ae57300e0
We've been running with same-sized actor_t for a while without problems now.
In the unlikely event (famous last words) that an issue should pop up later,
this revision should be consulted for the differences between the two versions.
git-svn-id: https://svn.eduke32.com/eduke32@2451 1a8010ca-5511-0410-912e-c29ae57300e0
Since the original source code release of Duke3D, there was a potentially
dangerous hack where actor[].dispicnum was set to -4 to signal "this actor
should not have a floor shadow for this moment" (it doesn't really work,
if you ask me).
Now, use another bit of actor[].flags for that purpose because setting
any picnum members to negative values asks for trouble.
git-svn-id: https://svn.eduke32.com/eduke32@2249 1a8010ca-5511-0410-912e-c29ae57300e0
This makes savegames practically the same as the initial snapshot of a demo.
Saves are now named 'dukesavX.esv' (demos: 'edemoX.edm').
Additionally, many changes that couldn't/needn't be cleanly separated are added
with this commit:
- make spriteext_t have the same size across 32/64 bit platforms (actor_t partially)
- prevent saving/loading in MP games (it certainly didn't work and still doesn't)
- it's time we start using assertions! Define NDEBUG for releasse builds.
- reset savegame major and minor versions (we have a new magic string, so no conflict)
git-svn-id: https://svn.eduke32.com/eduke32@2207 1a8010ca-5511-0410-912e-c29ae57300e0
32- and 64-bit platforms. Also, make struct type actor_t also have a common
size of 128 bytes. New code currently disabled and #ifdef'd for comparison.
This requires certain t_data[] entries ([1]: move ptr, [4]: action ptr and
[5]: ai ptr with actors) to be converted to script offsets instead of pointers,
breaking savegame and net packet compatibility (we could in theory try hard not
to, but it would be too much trouble).
git-svn-id: https://svn.eduke32.com/eduke32@2185 1a8010ca-5511-0410-912e-c29ae57300e0
Actors are always moved such that _they_ clip against blocking sprites, even
if their blocking bit is clear. Setting the new bit make them not clip against
anything. The promary use of this is for decorative moving sprites that are
spawned in masses, such as rain or snow.
git-svn-id: https://svn.eduke32.com/eduke32@2184 1a8010ca-5511-0410-912e-c29ae57300e0