Bmemset(..., 0, sizeof(...)) instead of clearbuf(..., MAX..., 0),
because the latter would clear only half of the data on 64-bit platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2189 1a8010ca-5511-0410-912e-c29ae57300e0
some information about it instead of simply omitting it.
Internally, struct savegame --> struct savegame_ for easier grepping.
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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).
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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.
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already have MAXSPRITESONSCREEN of them, return 1 to signal that the caller
should break out of the loop.
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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...
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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.
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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.
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(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.
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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.
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How in the name of hell this could pass undetected for so long is a
mystery to me.
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values; check the color index that is potentially gotten from the string to
be printed.
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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.
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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.
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