Meaning that only *ettsprite[THISACTOR] makes sense from CON. It did before
too, because .tspr was set before each event run (and not before all runs),
only that it was never nulled, which was kind of untidy.
git-svn-id: https://svn.eduke32.com/eduke32@3450 1a8010ca-5511-0410-912e-c29ae57300e0
Also, add another flag, signifying that from the editor, also the
"lastwall"s (i.e. the CCW-linked points) should get collected. This is
to signal the editor that their wall lengths should be displayed, too.
git-svn-id: https://svn.eduke32.com/eduke32@3394 1a8010ca-5511-0410-912e-c29ae57300e0
Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled.
git-svn-id: https://svn.eduke32.com/eduke32@3274 1a8010ca-5511-0410-912e-c29ae57300e0
Disabling netcode compilation can be interesting on memory-constrained
systems, or those that have no means of accessing the network anyway.
Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev
breaks compilation with NETCODE=0.
git-svn-id: https://svn.eduke32.com/eduke32@3260 1a8010ca-5511-0410-912e-c29ae57300e0
- more codegen
- make more members const, some char unsigned
- fix some "geom" metamethods
- '^' operator
git-svn-id: https://svn.eduke32.com/eduke32@3253 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE: changes such as these are best viewed with something like
git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]'
git-svn-id: https://svn.eduke32.com/eduke32@3176 1a8010ca-5511-0410-912e-c29ae57300e0
This reverts r3159..r3161.
Conflicts:
eduke32/build/include/compat.h
(Handled so that r3163's changes are kept applied.)
git-svn-id: https://svn.eduke32.com/eduke32@3165 1a8010ca-5511-0410-912e-c29ae57300e0
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)
git-svn-id: https://svn.eduke32.com/eduke32@3159 1a8010ca-5511-0410-912e-c29ae57300e0
On the engine side (functions starting with L_), there are now the basic
parts like state creation and running code from strings and files.
The game and editor can add to that by e.g. loading whatever they please
into the state. Their functions start with El_ and Em_, respectively.
The Lua scripts still reside in source/lunatic, even for the common ones.
This is because they will be embedded into the binaries as bytecode or
compressed source eventually, so their location on disk will be irrelevant.
git-svn-id: https://svn.eduke32.com/eduke32@3148 1a8010ca-5511-0410-912e-c29ae57300e0
- duke3d.h: comment the timing marcos a bit more
- factor out smoothratio calculation
- (TICRATE/TICSPERFRAME) --> REALGAMETICSPERSEC
git-svn-id: https://svn.eduke32.com/eduke32@3007 1a8010ca-5511-0410-912e-c29ae57300e0
This currently says that MP saving/loading isn't supported, but doesn't
really work correctly. Also, properly bound-check the immediate argument
to CON's 'save' command and one more ... -> G_HandleAsync().
git-svn-id: https://svn.eduke32.com/eduke32@2999 1a8010ca-5511-0410-912e-c29ae57300e0
... and use it in three places. In two of these uses,
1) CON {read,write}arrayfromfile and
2) G_SavePlayer,
display an error message if the file name such generated is too long.
In the CON commands of 1), also error out if the file couldn't be opened.
git-svn-id: https://svn.eduke32.com/eduke32@2997 1a8010ca-5511-0410-912e-c29ae57300e0
ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands
using rotatesprite are ANDed with (ROTATESPRITE_MAX-1). Some of the functions
use ROTATESPRITE_MAX for different internal purposes, which will not be exposed
to CON now (a good thing). Also, dorotspr_handle_bit2 is made clearer.
git-svn-id: https://svn.eduke32.com/eduke32@2929 1a8010ca-5511-0410-912e-c29ae57300e0
setaspect(), which is called by setaspect_new, already uses the *dimen variables,
so it's the same thing done twice. Now, a change from the original full status
bar to the original mini status bar keeps the horizontal FOV again and only
bumps the view a little higher, as with the classic aspect determination.
git-svn-id: https://svn.eduke32.com/eduke32@2913 1a8010ca-5511-0410-912e-c29ae57300e0
This makes sounds like DUKE_GET (item pickup) be heard for the second player
in the splitscreen mod, too.
git-svn-id: https://svn.eduke32.com/eduke32@2890 1a8010ca-5511-0410-912e-c29ae57300e0