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
While the functionality was already internally in place for gametext as one of two hacks using ROTATESPRITE_MAX (the other still used by minitext_() to align with the statusbar) we must codify a bit in the engine for safe external use. (Otherwise, ROTATESPRITE_MAX could/would theoretically increase and leave modders high and dry.)
(Dev note: In G_DrawTXDigiNumZ(), ROTATESPRITE_MAX was used to bitshift the value used to calculate digit spacing for no reason I can ascertain other than to introduce rounding errors into the zoom/textscale calculations. It was never used anywhere, so I removed it.)
Bonus: The scaling code for digitalnumberz and gametextz has been modified so that the spacing is no longer affected by rounding errors. Try animating the zoom value and compare how the text used to jump but now does not.
git-svn-id: https://svn.eduke32.com/eduke32@3608 1a8010ca-5511-0410-912e-c29ae57300e0
There's only one RETURN value on the C side (g_RETURN), which is also referenced
from Lua. Upon entering an event, its value takes on the per-event default one,
and its value when the event code finishes is passed back to the game.
Independently of that, its value is always saved and restored across event calls.
git-svn-id: https://svn.eduke32.com/eduke32@3601 1a8010ca-5511-0410-912e-c29ae57300e0
In passing, fix a couple of omissions: gameactor() being passed nil's in the
middle, more than one moveflag to CON *actor.
git-svn-id: https://svn.eduke32.com/eduke32@3597 1a8010ca-5511-0410-912e-c29ae57300e0