Hard replacement reassigns the tile flags, while soft replacement bitwise
ORs them, as in CON (since some flags might already have been set using
commands like spritenoshade).
git-svn-id: https://svn.eduke32.com/eduke32@3829 1a8010ca-5511-0410-912e-c29ae57300e0
Also, allow (implicit) actor index -1 to 'sound' like in C-CON and fix
MULTIMODE gamevar definition (was 0, not 1).
git-svn-id: https://svn.eduke32.com/eduke32@3826 1a8010ca-5511-0410-912e-c29ae57300e0
In 3D mode, Alt+F now only attempts to set the first wall of the aimed at
wall, not collecting upper/lower neighbors. For this, press Shift+Alt+F.
In 2D mode, they are always collected.
git-svn-id: https://svn.eduke32.com/eduke32@3825 1a8010ca-5511-0410-912e-c29ae57300e0
Analogously for the negation; remove a couple of redundant decls of "qsetmode".
git-svn-id: https://svn.eduke32.com/eduke32@3823 1a8010ca-5511-0410-912e-c29ae57300e0
Because one may obviously use gettspr/settspr in states called from that
event.
git-svn-id: https://svn.eduke32.com/eduke32@3820 1a8010ca-5511-0410-912e-c29ae57300e0
The 'x' is for "extended", since its last arg is a switch of whether to disable
sliding. Use that from gameexec.c.
git-svn-id: https://svn.eduke32.com/eduke32@3811 1a8010ca-5511-0410-912e-c29ae57300e0
For pre-1.3 CONs, determining the older script version with gamestartup and/or
definelevelname is not implemented.
git-svn-id: https://svn.eduke32.com/eduke32@3806 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE: I'm committing this from my git clone again. If this works OK,
everything is in good order again. If not, I hope that I won't damage
the SVN repo. *Runs away...*
git-svn-id: https://svn.eduke32.com/eduke32@3798 1a8010ca-5511-0410-912e-c29ae57300e0
What is missing is saving and restoring per-player and per-actor gamevars.
Also add a test CON mutator 'mapstate.con'.
git-svn-id: https://svn.eduke32.com/eduke32@3794 1a8010ca-5511-0410-912e-c29ae57300e0
Instead, MapInfo[ud.volume_number*MAXLEVELS+ud.level_number] is accessed
inside these functions.
git-svn-id: https://svn.eduke32.com/eduke32@3792 1a8010ca-5511-0410-912e-c29ae57300e0
Also, prettify G_FreeMapState(), remove some duplicate function decls and
resurrect 'savestate' and 'restorestate' OSD commands for the debug build.
git-svn-id: https://svn.eduke32.com/eduke32@3791 1a8010ca-5511-0410-912e-c29ae57300e0
There's no option letter for loading them, and the extension is checked
case sensitively. Lua modules are loaded after CON translated to Lua.
Also remove -testlua option.
git-svn-id: https://svn.eduke32.com/eduke32@3788 1a8010ca-5511-0410-912e-c29ae57300e0
Selected by writing e.g. 'corruptcheck tryfix 1-14 ??' in the console.
Like with the first alternative, the corruption numbers / range (here, 1-14)
must be given.
git-svn-id: https://svn.eduke32.com/eduke32@3746 1a8010ca-5511-0410-912e-c29ae57300e0
... in the auto-correction. Also,
- make two similar corruptions level 5 (wallptr oob, wallptr+wallnum oob).
- in drawscreen_drawwall(), do a more strict bound check, not only >=0.
git-svn-id: https://svn.eduke32.com/eduke32@3745 1a8010ca-5511-0410-912e-c29ae57300e0
That is, assume that switch(DYNAMICTILEMAP(-1)) (which is an oob access and thus
undefined behavior) gets us to the 'default:' label.
git-svn-id: https://svn.eduke32.com/eduke32@3743 1a8010ca-5511-0410-912e-c29ae57300e0
In the mirror reversing code, get rid of the padding. This may produce
seams, but they appear to be extremely transient and shouldn't be
noticeable.
In game.c, add a debugging compilation switch DEBUG_MIRRORS_ONLY.
git-svn-id: https://svn.eduke32.com/eduke32@3726 1a8010ca-5511-0410-912e-c29ae57300e0
No functional changes, but a (commented out) debug line for an oob read of the
frame buffer when the mirror covers the whole screen is inserted.
git-svn-id: https://svn.eduke32.com/eduke32@3719 1a8010ca-5511-0410-912e-c29ae57300e0
- Return early from drawsprite_classic() if tspr->owner if oob.
Commonize that check between renderers into bad_tspr().
- Make the BIT() macro a left-shift of the *unsigned* number 1,
preventing expansion to (1<<31).
git-svn-id: https://svn.eduke32.com/eduke32@3717 1a8010ca-5511-0410-912e-c29ae57300e0
Numbers 0 and 1 mean 'no spread', but the latter does one krand() call.
Negative numbers are reserved for potential future use.
git-svn-id: https://svn.eduke32.com/eduke32@3715 1a8010ca-5511-0410-912e-c29ae57300e0
... four lines later.
I don't know if that is the intended semantics for this function, but
nasal demons is clearly not what we want. Please review!
git-svn-id: https://svn.eduke32.com/eduke32@3712 1a8010ca-5511-0410-912e-c29ae57300e0
grpinfo
{
name "YourGameName"
scriptname "yourgame.con"
defname "yourgame.def"
size yourgrpsize
dependency DUKE15_CRC
flags GAMEFLAG_ADDON
crc yourgrpcrc
}
The "flags" field can also take the value "GAMEFLAG_DUKE" to define a new base game. Since this is the first commit of a new feature, certain semantics of the implementation and syntax are liable to change as necessary.
git-svn-id: https://svn.eduke32.com/eduke32@3708 1a8010ca-5511-0410-912e-c29ae57300e0
Also remove the two instances of commented out code, but not the respective
CON structure access code.
git-svn-id: https://svn.eduke32.com/eduke32@3702 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes RESPAWN preview wrongly clamping the previewed tsprite z coords to
[-524288 .. 524288] (x/y limits).
Also, make the previewed tsprites be 33% translucent with the option of 66%
translucency by setting 'showrespawn_fulltrans' to 1 in a.m32.
git-svn-id: https://svn.eduke32.com/eduke32@3699 1a8010ca-5511-0410-912e-c29ae57300e0
Sprites are now considered to have out of bounds sector numbers if it is
< 0 or >= numsectors (not merely >= MAXSECTORS). If such a sprite is now
encountered during post-load, an attempt is made first to assign it a sector
number (using updatesector()). If that fails, the sprite is removed from the
map. The background is that a dozen of maps do come with such sprites and
could previously corrupt the sprite list when loaded.
git-svn-id: https://svn.eduke32.com/eduke32@3696 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, in GL modes, and if the CHAINGUN is not replaced by a model,
- draw the upper part twice: first, two screen pixels * weapon scale lower,
then at the original position
- reverse the previous order: draw the upper part first, then the lower part
This is much preferable to the previous engine-side hack, and to my eye,
it looks perfect now.
git-svn-id: https://svn.eduke32.com/eduke32@3695 1a8010ca-5511-0410-912e-c29ae57300e0
- In the A_MoveSprite() code that transports projectiles due to an SE7
(introduced in r1450 / legacy ROR), only report "success" if the
transportation succeeded.
- Clear newly introduced internal SPRITE_DIDNOSE7WATER flag after
checking it.
git-svn-id: https://svn.eduke32.com/eduke32@3682 1a8010ca-5511-0410-912e-c29ae57300e0
Also, in two cases, don't assign A_IncurDamage() result to a variable if
it's not needed.
git-svn-id: https://svn.eduke32.com/eduke32@3681 1a8010ca-5511-0410-912e-c29ae57300e0
- In S_PlaySound(), move the sound index bound check above an indexing.
- For A_CheckHitSprite(), and A_FindPlayer(), allow NULL second arg.
- In A_ShootWithZvel(), make some one-letter vars be int32_t, making
storing safeldist() results in them meaningful.
- In MaybeTrainKillEnemies(), remove two redundant checks and move another
one further up.
- Comment that SIDEBOLT1 will never be translucent as was probably intended.
- In G_MoveFX(), fix an always-true comparison.
git-svn-id: https://svn.eduke32.com/eduke32@3680 1a8010ca-5511-0410-912e-c29ae57300e0
- Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF,
SPRITES_OF_SECT and new SPRITES_OF_SECT_SAFE macros.
- In passing, identify some problems and mark them with 'XXX', but don't
attempt to fix them yet.
- The usual readability improvements...
git-svn-id: https://svn.eduke32.com/eduke32@3679 1a8010ca-5511-0410-912e-c29ae57300e0
Actually, the tweaked code in VM_Move() is not specific to projectiles, so
other sprites now may pass no-SE7 water boundaries too, but it's most noticeable
with projectiles.
git-svn-id: https://svn.eduke32.com/eduke32@3678 1a8010ca-5511-0410-912e-c29ae57300e0
That is, if submerging, the lower sector MUST have lotag 2. If emerging, the
upper sector MUST have lotag 1. (Previously, emersion happened from ST 2 sectors
unconditionally.) This means that the area where submersion or emersion can
happen is now the same for the top and bottom parts.
git-svn-id: https://svn.eduke32.com/eduke32@3677 1a8010ca-5511-0410-912e-c29ae57300e0