Merge branch 'next' into the-colors-feel-so-right

This commit is contained in:
Steel Titanium 2020-02-16 22:56:27 -05:00
commit 0299f21dc7
21 changed files with 219 additions and 116 deletions

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@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.0)
# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
# Version change is fine.
project(SRB2
VERSION 2.2.0
VERSION 2.2.1
LANGUAGES C)
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})

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@ -1,4 +1,4 @@
version: 2.2.0.{branch}-{build}
version: 2.2.1.{branch}-{build}
os: MinGW
environment:

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@ -26,12 +26,12 @@
#else
/* Manually defined asset hashes for non-CMake builds
* Last updated 2019 / 12 / 06 - v2.2.0 - main assets
* Last updated 2020 / 02 / 15 - v2.2.1 - main assets
* Last updated 20?? / ?? / ?? - v2.2.? - patch.pk3
*/
#define ASSET_HASH_SRB2_PK3 "51419a33b4982d840c6772c159ba7c0a"
#define ASSET_HASH_ZONES_PK3 "df74843919fd51af26a0baa8e21e4c19"
#define ASSET_HASH_PLAYER_DTA "56a247e074dd0dc794b6617efef1e918"
#define ASSET_HASH_SRB2_PK3 "0277c9416756627004e83cbb5b2e3e28"
#define ASSET_HASH_ZONES_PK3 "f7e88afb6af7996a834c7d663144bead"
#define ASSET_HASH_PLAYER_DTA "ad49e07b17cc662f1ad70c454910b4ae"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_PK3 "there is no patch.pk3, only zuul"
#endif

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@ -613,6 +613,15 @@ void CON_Ticker(void)
con_tick++;
con_tick &= 7;
// if the menu is open then close the console.
if (menuactive && con_destlines)
{
consoletoggle = false;
con_destlines = 0;
CON_ClearHUD();
I_UpdateMouseGrab();
}
// console key was pushed
if (consoletoggle)
{
@ -784,7 +793,7 @@ boolean CON_Responder(event_t *ev)
// check other keys only if console prompt is active
if (!consoleready && key < NUMINPUTS) // metzgermeister: boundary check!!
{
if (! menuactive && bindtable[key])
if (bindtable[key])
{
COM_BufAddText(bindtable[key]);
COM_BufAddText("\n");

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@ -404,8 +404,8 @@ static void ExtraDataTicker(void)
}
// If you are a client, you can safely forget the net commands for this tic
// If you are the server, you need to remember them until every client has been aknowledged,
// because if you need to resend a PT_SERVERTICS packet, you need to put the commands in it
// If you are the server, you need to remember them until every client has been acknowledged,
// because if you need to resend a PT_SERVERTICS packet, you will need to put the commands in it
if (client)
D_FreeTextcmd(gametic);
}
@ -4510,7 +4510,7 @@ static void CL_SendClientCmd(void)
packetsize = sizeof (clientcmd_pak) - sizeof (ticcmd_t) - sizeof (INT16);
HSendPacket(servernode, false, 0, packetsize);
}
else if (gamestate != GS_NULL && addedtogame)
else if (gamestate != GS_NULL && (addedtogame || dedicated))
{
G_MoveTiccmd(&netbuffer->u.clientpak.cmd, &localcmds, 1);
netbuffer->u.clientpak.consistancy = SHORT(consistancy[gametic%BACKUPTICS]);

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@ -188,14 +188,14 @@ void D_ProcessEvents(void)
continue;
}
// console input
if (CON_Responder(ev))
continue; // ate the event
// Menu input
if (M_Responder(ev))
continue; // menu ate the event
// console input
if (CON_Responder(ev))
continue; // ate the event
G_Responder(ev);
}
}
@ -502,12 +502,13 @@ static void D_Display(void)
// vid size change is now finished if it was on...
vid.recalc = 0;
M_Drawer(); // menu is drawn even on top of everything
// focus lost moved to M_Drawer
// FIXME: draw either console or menu, not the two
if (gamestate != GS_TIMEATTACK)
CON_Drawer();
M_Drawer(); // menu is drawn even on top of everything
// focus lost moved to M_Drawer
//
// wipe update
//
@ -1213,7 +1214,7 @@ void D_SRB2Main(void)
#endif
D_CleanFile();
#ifndef DEVELOP // md5s last updated 06/12/19 (ddmmyy)
#ifndef DEVELOP // md5s last updated 16/02/20 (ddmmyy)
// Check MD5s of autoloaded files
W_VerifyFileMD5(0, ASSET_HASH_SRB2_PK3); // srb2.pk3

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@ -1293,10 +1293,7 @@ static void readgametype(MYFILE *f, char *gtname)
UINT32 wordgt = 0;
for (j = 0; GAMETYPERULE_LIST[j]; j++)
if (fastcmp(word, GAMETYPERULE_LIST[j])) {
if (!j) // GTR_CAMPAIGN
wordgt |= 1;
else
wordgt |= (1<<j);
wordgt |= (1<<j);
if (i || word2[0] == 'T' || word2[0] == 'Y')
newgtrules |= wordgt;
break;
@ -4945,19 +4942,19 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PLAY_SUPER_TRANS3",
"S_PLAY_SUPER_TRANS4",
"S_PLAY_SUPER_TRANS5",
"S_PLAY_SUPER_TRANS6", // This has special significance in the code. If you add more frames, search for it and make the appropriate changes.
"S_PLAY_SUPER_TRANS6",
// technically the player goes here but it's an infinite tic state
"S_OBJPLACE_DUMMY",
// 1-Up Box Sprites (uses player sprite)
// 1-Up Box Sprites overlay (uses player sprite)
"S_PLAY_BOX1",
"S_PLAY_BOX2",
"S_PLAY_ICON1",
"S_PLAY_ICON2",
"S_PLAY_ICON3",
// Level end sign (uses player sprite)
// Level end sign overlay (uses player sprite)
"S_PLAY_SIGN",
// NiGHTS character (uses player sprite)
@ -5205,7 +5202,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_ROBOHOOD_JUMP2",
"S_ROBOHOOD_JUMP3",
// CastleBot FaceStabber
// Castlebot Facestabber
"S_FACESTABBER_STND1",
"S_FACESTABBER_STND2",
"S_FACESTABBER_STND3",
@ -5425,6 +5422,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE_FLEE2",
"S_EGGMOBILE_BALL",
"S_EGGMOBILE_TARGET",
"S_BOSSEGLZ1",
"S_BOSSEGLZ2",
@ -5477,7 +5475,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE3_FLEE1",
"S_EGGMOBILE3_FLEE2",
// Boss 3 pinch
// Boss 3 Pinch
"S_FAKEMOBILE_INIT",
"S_FAKEMOBILE",
"S_FAKEMOBILE_ATK1",
@ -5493,7 +5491,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BOSSSEBH2",
// Boss 3 Shockwave
"S_SHOCKWAVE1",
"S_SHOCKWAVE2",
@ -5530,9 +5527,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_JETFLAME",
// Boss 4 Spectator Eggrobo
"S_EGGROBO1_IDLE",
"S_EGGROBO1_STND",
"S_EGGROBO1_BSLAP1",
"S_EGGROBO2_BSLAP2",
"S_EGGROBO1_BSLAP2",
"S_EGGROBO1_PISSED",
// Boss 4 Spectator Eggrobo jet flame
@ -5776,7 +5773,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CYBRAKDEMON_NAPALM_ATTACK1",
"S_CYBRAKDEMON_NAPALM_ATTACK2",
"S_CYBRAKDEMON_NAPALM_ATTACK3",
"S_CYBRAKDEMON_FINISH_ATTACK", // If just attacked, remove MF2_FRET w/out going back to spawnstate
"S_CYBRAKDEMON_FINISH_ATTACK1", // If just attacked, remove MF2_FRET w/out going back to spawnstate
"S_CYBRAKDEMON_FINISH_ATTACK2", // Force a delay between attacks so you don't get bombarded with them back-to-back
"S_CYBRAKDEMON_PAIN1",
"S_CYBRAKDEMON_PAIN2",
@ -6470,7 +6467,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_LITTLETUMBLEWEED_ROLL7",
"S_LITTLETUMBLEWEED_ROLL8",
// Cacti Sprites
// Cacti
"S_CACTI1",
"S_CACTI2",
"S_CACTI3",
@ -6485,7 +6482,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CACTITINYSEG",
"S_CACTISMALLSEG",
// Warning signs sprites
// Warning signs
"S_ARIDSIGN_CAUTION",
"S_ARIDSIGN_CACTI",
"S_ARIDSIGN_SHARPTURN",
@ -6502,6 +6499,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_TNTBARREL_EXPL4",
"S_TNTBARREL_EXPL5",
"S_TNTBARREL_EXPL6",
"S_TNTBARREL_EXPL7",
"S_TNTBARREL_FLYING",
// TNT proximity shell
@ -7047,7 +7045,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_ZAPSB10",
"S_ZAPSB11", // blank frame
// Thunder spark
//Thunder spark
"S_THUNDERCOIN_SPARK",
// Invincibility Sparkles
@ -7348,6 +7346,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BHORIZ7",
"S_BHORIZ8",
// Booster
"S_BOOSTERSOUND",
"S_YELLOWBOOSTERROLLER",
"S_YELLOWBOOSTERSEG_LEFT",
@ -7378,7 +7377,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_SPLISH8",
"S_SPLISH9",
// Lava splish
// Lava Splish
"S_LAVASPLISH",
// added water splash
@ -7974,6 +7973,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_ROCKCRUMBLEN",
"S_ROCKCRUMBLEO",
"S_ROCKCRUMBLEP",
// Level debris
"S_GFZDEBRIS",
"S_BRICKDEBRIS",
"S_WOODDEBRIS",
@ -7993,7 +7994,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_THOK", // Thok! mobj
"MT_PLAYER",
"MT_TAILSOVERLAY", // c:
"MT_METALJETFUME", // [:
"MT_METALJETFUME",
// Enemies
"MT_BLUECRAWLA", // Crawla (Blue)
@ -8110,7 +8111,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_CYBRAKDEMON_NAPALM_FLAMES",
"MT_CYBRAKDEMON_VILE_EXPLOSION",
// Metal Sonic
// Metal Sonic (Boss 9)
"MT_METALSONIC_RACE",
"MT_METALSONIC_BATTLE",
"MT_MSSHIELD_FRONT",
@ -8124,7 +8125,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_BOMBSPHERE",
"MT_REDTEAMRING", //Rings collectable by red team.
"MT_BLUETEAMRING", //Rings collectable by blue team.
"MT_TOKEN", // Special Stage Token
"MT_TOKEN", // Special Stage token for special stage
"MT_REDFLAG", // Red CTF Flag
"MT_BLUEFLAG", // Blue CTF Flag
"MT_EMBLEM",
@ -8350,22 +8351,22 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Arid Canyon Scenery
"MT_BIGTUMBLEWEED",
"MT_LITTLETUMBLEWEED",
"MT_CACTI1",
"MT_CACTI2",
"MT_CACTI3",
"MT_CACTI4",
"MT_CACTI5",
"MT_CACTI6",
"MT_CACTI7",
"MT_CACTI8",
"MT_CACTI9",
"MT_CACTI10",
"MT_CACTI11",
"MT_CACTITINYSEG",
"MT_CACTISMALLSEG",
"MT_ARIDSIGN_CAUTION",
"MT_ARIDSIGN_CACTI",
"MT_ARIDSIGN_SHARPTURN",
"MT_CACTI1", // Tiny Red Flower Cactus
"MT_CACTI2", // Small Red Flower Cactus
"MT_CACTI3", // Tiny Blue Flower Cactus
"MT_CACTI4", // Small Blue Flower Cactus
"MT_CACTI5", // Prickly Pear
"MT_CACTI6", // Barrel Cactus
"MT_CACTI7", // Tall Barrel Cactus
"MT_CACTI8", // Armed Cactus
"MT_CACTI9", // Ball Cactus
"MT_CACTI10", // Tiny Cactus
"MT_CACTI11", // Small Cactus
"MT_CACTITINYSEG", // Tiny Cactus Segment
"MT_CACTISMALLSEG", // Small Cactus Segment
"MT_ARIDSIGN_CAUTION", // Caution Sign
"MT_ARIDSIGN_CACTI", // Cacti Sign
"MT_ARIDSIGN_SHARPTURN", // Sharp Turn Sign
"MT_OILLAMP",
"MT_TNTBARREL",
"MT_PROXIMITYTNT",
@ -8420,7 +8421,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_GLAREGOYLEUP",
"MT_GLAREGOYLEDOWN",
"MT_GLAREGOYLELONG",
"MT_TARGET",
"MT_TARGET", // AKA Red Crystal
"MT_GREENFLAME",
"MT_BLUEGARGOYLE",
@ -8471,7 +8472,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_HHZSTALAGMITE_TALL",
"MT_HHZSTALAGMITE_SHORT",
// Botanic Serenity
// Botanic Serenity scenery
"MT_BSZTALLFLOWER_RED",
"MT_BSZTALLFLOWER_PURPLE",
"MT_BSZTALLFLOWER_BLUE",
@ -8751,6 +8752,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_ROCKCRUMBLE14",
"MT_ROCKCRUMBLE15",
"MT_ROCKCRUMBLE16",
// Level debris
"MT_GFZDEBRIS",
"MT_BRICKDEBRIS",
"MT_WOODDEBRIS",

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@ -143,9 +143,9 @@ extern char logfilename[1024];
// we use comprevision and compbranch instead.
#else
#define VERSION 202 // Game version
#define SUBVERSION 0 // more precise version number
#define VERSIONSTRING "v2.2.0"
#define VERSIONSTRINGW L"v2.2.0"
#define SUBVERSION 1 // more precise version number
#define VERSIONSTRING "v2.2.1"
#define VERSIONSTRINGW L"v2.2.1"
// Hey! If you change this, add 1 to the MODVERSION below!
// Otherwise we can't force updates!
#endif
@ -210,7 +210,7 @@ extern char logfilename[1024];
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.2.0 is not version "1".
#define MODVERSION 40
#define MODVERSION 41
// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
// Increment MINOREXECVERSION whenever a config change is needed that does not correspond

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@ -1261,7 +1261,7 @@ static const char *credits[] = {
"Cody \"SRB2 Playah\" Koester",
"Skye \"OmegaVelocity\" Meredith",
"Stephen \"HEDGESMFG\" Moellering",
"Nick \"ST218\" Molina",
"Rosalie \"ST218\" Molina",
"Samuel \"Prime 2.0\" Peters",
"Colin \"Sonict\" Pfaff",
"Bill \"Tets\" Reed",

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@ -3739,7 +3739,10 @@ static void G_DoCompleted(void)
}
if (i == 7)
{
gottoken = false;
token = 0;
}
}
if (spec && !gottoken)

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@ -762,7 +762,7 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_LIFE, 20, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
// Level end sign (uses player sprite)
{SPR_PLAY, SPR2_SIGN|FF_PAPERSPRITE, -1, {NULL}, 0, 29, S_PLAY_SIGN}, // S_PLAY_SIGN
{SPR_PLAY, SPR2_SIGN|FF_PAPERSPRITE, 2, {NULL}, 0, 29, S_PLAY_SIGN}, // S_PLAY_SIGN
// NiGHTS Player, transforming
{SPR_PLAY, SPR2_TRNS|FF_ANIMATE, 7, {NULL}, 0, 4, S_PLAY_NIGHTS_TRANS2}, // S_PLAY_NIGHTS_TRANS1
@ -2395,7 +2395,7 @@ state_t states[NUMSTATES] =
// Minecart
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_MINECART_IDLE}, // S_MINECART_IDLE
{SPR_NULL, 0, 0, {A_KillSegments}, 0, 0, S_TNTBARREL_EXPL3}, // S_MINECART_DTH1
{SPR_NULL, 0, 0, {A_KillSegments}, 0, 0, S_TNTBARREL_EXPL4}, // S_MINECART_DTH1
{SPR_MCRT, 8|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_MINECARTEND
{SPR_MCRT, 0|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_MINECARTSEG_FRONT
{SPR_MCRT, 1|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_MINECARTSEG_BACK

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@ -268,10 +268,14 @@ static int patch_get(lua_State *L)
#endif
enum patch field = luaL_checkoption(L, 2, NULL, patch_opt);
// patches are CURRENTLY always valid, expected to be cached with PU_STATIC
// this may change in the future, so patch.valid still exists
if (!patch)
// patches are invalidated when switching renderers
if (!patch) {
if (field == patch_valid) {
lua_pushboolean(L, 0);
return 1;
}
return LUA_ErrInvalid(L, "patch_t");
}
switch (field)
{
@ -1214,7 +1218,7 @@ void LUAh_GameHUD(player_t *stplayr)
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 2); // HUD[2] = rendering funcs
lua_rawgeti(gL, -1, 2+hudhook_game); // HUD[2] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
@ -1248,7 +1252,7 @@ void LUAh_ScoresHUD(void)
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 3); // HUD[3] = rendering funcs
lua_rawgeti(gL, -1, 2+hudhook_scores); // HUD[3] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
@ -1273,7 +1277,7 @@ void LUAh_TitleHUD(void)
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 4); // HUD[4] = rendering funcs
lua_rawgeti(gL, -1, 2+hudhook_title); // HUD[5] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
@ -1298,7 +1302,7 @@ void LUAh_TitleCardHUD(player_t *stplayr)
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 5); // HUD[5] = rendering funcs
lua_rawgeti(gL, -1, 2+hudhook_titlecard); // HUD[6] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
@ -1332,7 +1336,7 @@ void LUAh_IntermissionHUD(void)
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 4); // HUD[4] = rendering funcs
lua_rawgeti(gL, -1, 2+hudhook_intermission); // HUD[4] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw

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@ -10854,7 +10854,6 @@ static void M_HandleConnectIP(INT32 choice)
default: // otherwise do nothing.
break;
}
break; // don't check for typed keys
}
if (l >= 28-1)

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@ -5198,8 +5198,8 @@ void A_SignPlayer(mobj_t *actor)
player_t *player = actor->target ? actor->target->player : NULL;
UINT8 skinnum;
UINT8 skincount = 0;
for (skincount = 0; skincount < numskins; skincount++)
if (!skincheck(skincount))
for (skinnum = 0; skinnum < numskins; skinnum++)
if (!skincheck(skinnum))
skincount++;
skinnum = P_RandomKey(skincount);
for (skincount = 0; skincount < numskins; skincount++)
@ -5232,20 +5232,23 @@ void A_SignPlayer(mobj_t *actor)
{
ov->color = facecolor;
ov->skin = skin;
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
if ((statenum_t)(ov->state-states) != actor->info->seestate)
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
}
else // CLEAR! sign
{
ov->color = SKINCOLOR_NONE;
ov->skin = NULL; // needs to be NULL in the case of SF_HIRES characters
P_SetMobjState(ov, actor->info->missilestate); // S_CLEARSIGN
if ((statenum_t)(ov->state-states) != actor->info->missilestate)
P_SetMobjState(ov, actor->info->missilestate); // S_CLEARSIGN
}
}
else // Eggman face
{
ov->color = SKINCOLOR_NONE;
ov->skin = NULL;
P_SetMobjState(ov, actor->info->meleestate); // S_EGGMANSIGN
if ((statenum_t)(ov->state-states) != actor->info->meleestate)
P_SetMobjState(ov, actor->info->meleestate); // S_EGGMANSIGN
if (!signcolor)
signcolor = SKINCOLOR_CARBON;
}

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@ -10461,6 +10461,61 @@ void P_SceneryThinker(mobj_t *mobj)
// GAME SPAWN FUNCTIONS
//
static fixed_t P_DefaultMobjShadowScale (mobj_t *thing)
{
switch (thing->type)
{
case MT_PLAYER:
case MT_ROLLOUTROCK:
case MT_EGGMOBILE4_MACE:
case MT_SMALLMACE:
case MT_BIGMACE:
case MT_SMALLGRABCHAIN:
case MT_BIGGRABCHAIN:
case MT_YELLOWSPRINGBALL:
case MT_REDSPRINGBALL:
return FRACUNIT;
case MT_RING:
case MT_FLINGRING:
case MT_BLUESPHERE:
case MT_FLINGBLUESPHERE:
case MT_BOMBSPHERE:
case MT_REDTEAMRING:
case MT_BLUETEAMRING:
case MT_REDFLAG:
case MT_BLUEFLAG:
case MT_EMBLEM:
case MT_TOKEN:
case MT_EMERALD1:
case MT_EMERALD2:
case MT_EMERALD3:
case MT_EMERALD4:
case MT_EMERALD5:
case MT_EMERALD6:
case MT_EMERALD7:
case MT_EMERHUNT:
case MT_FLINGEMERALD:
return 2*FRACUNIT/3;
default:
if (thing->flags & (MF_ENEMY|MF_BOSS))
return FRACUNIT;
else
return 0;
}
}
//
// P_SpawnMobj
//
@ -10562,20 +10617,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->z = z;
// Set shadowscale here, before spawn hook so that Lua can change it
if (
type == MT_PLAYER ||
type == MT_ROLLOUTROCK ||
type == MT_EGGMOBILE4_MACE ||
(type >= MT_SMALLMACE && type <= MT_REDSPRINGBALL) ||
(mobj->flags & (MF_ENEMY|MF_BOSS))
)
mobj->shadowscale = FRACUNIT;
else if (
type >= MT_RING && type <= MT_FLINGEMERALD && type != MT_EMERALDSPAWN
)
mobj->shadowscale = 2*FRACUNIT/3;
else
mobj->shadowscale = 0;
mobj->shadowscale = P_DefaultMobjShadowScale(mobj);
#ifdef HAVE_BLUA
// DANGER! This can cause P_SpawnMobj to return NULL!

View File

@ -1001,15 +1001,35 @@ static void Polyobj_pushThing(polyobj_t *po, line_t *line, mobj_t *mo)
//
static void Polyobj_slideThing(mobj_t *mo, fixed_t dx, fixed_t dy)
{
if (mo->player) { // Do something similar to conveyor movement. -Red
mo->player->cmomx += dx;
mo->player->cmomy += dy;
if (mo->player) { // Finally this doesn't suck eggs -fickle
fixed_t cdx, cdy;
dx = FixedMul(dx, CARRYFACTOR);
dy = FixedMul(dy, CARRYFACTOR);
cdx = FixedMul(dx, FRACUNIT-CARRYFACTOR);
cdy = FixedMul(dy, FRACUNIT-CARRYFACTOR);
mo->player->cmomx -= dx;
mo->player->cmomy -= dy;
if (mo->player->onconveyor == 1)
{
mo->momx += cdx;
mo->momy += cdy;
// Multiple slides in the same tic, somehow
mo->player->cmomx += cdx;
mo->player->cmomy += cdy;
}
else
{
if (mo->player->onconveyor == 3)
{
mo->momx += cdx - mo->player->cmomx;
mo->momy += cdy - mo->player->cmomy;
}
mo->player->cmomx = cdx;
mo->player->cmomy = cdy;
}
dx = FixedMul(dx, FRACUNIT - mo->friction);
dy = FixedMul(dy, FRACUNIT - mo->friction);
if (mo->player->pflags & PF_SPINNING && (mo->player->rmomx || mo->player->rmomy) && !(mo->player->pflags & PF_STARTDASH)) {
#define SPINMULT 5184 // Consider this a substitute for properly calculating FRACUNIT-friction. I'm tired. -Red
@ -1282,7 +1302,8 @@ static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta,
{
static INT32 pomovecount = 10000;
INT32 x, y;
angle_t deltafine = delta >> ANGLETOFINESHIFT;
angle_t deltafine = (((po->angle + delta) >> ANGLETOFINESHIFT) - (po->angle >> ANGLETOFINESHIFT)) & FINEMASK;
// This fineshift trickery replaces the old delta>>ANGLETOFINESHIFT; doing it this way avoids loss of precision causing objects to slide off -fickle
pomovecount++;
@ -1334,19 +1355,10 @@ static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta,
oldxoff = mo->x-origin.x;
oldyoff = mo->y-origin.y;
if (mo->player) // Hack to fix players sliding off of spinning polys -Red
{
fixed_t temp;
newxoff = FixedMul(oldxoff, c)-FixedMul(oldyoff, s) - oldxoff;
newyoff = FixedMul(oldyoff, c)+FixedMul(oldxoff, s) - oldyoff;
temp = FixedMul(oldxoff, c)-FixedMul(oldyoff, s);
oldyoff = FixedMul(oldyoff, c)+FixedMul(oldxoff, s);
oldxoff = temp;
}
newxoff = FixedMul(oldxoff, c)-FixedMul(oldyoff, s);
newyoff = FixedMul(oldyoff, c)+FixedMul(oldxoff, s);
Polyobj_slideThing(mo, newxoff-oldxoff, newyoff-oldyoff);
Polyobj_slideThing(mo, newxoff, newyoff);
if (turnthings == 2 || (turnthings == 1 && !mo->player)) {
mo->angle += delta;

View File

@ -1255,6 +1255,7 @@ typedef enum
#endif
MD2_COLORIZED = 1<<12,
MD2_ROLLANGLE = 1<<13,
MD2_SHADOWSCALE = 1<<14,
} mobj_diff2_t;
typedef enum
@ -1476,6 +1477,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
diff2 |= MD2_COLORIZED;
if (mobj->rollangle)
diff2 |= MD2_ROLLANGLE;
if (mobj->shadowscale)
diff2 |= MD2_SHADOWSCALE;
if (diff2 != 0)
diff |= MD_MORE;
@ -1642,6 +1645,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
WRITEUINT8(save_p, mobj->colorized);
if (diff2 & MD2_ROLLANGLE)
WRITEANGLE(save_p, mobj->rollangle);
if (diff2 & MD2_SHADOWSCALE)
WRITEFIXED(save_p, mobj->shadowscale);
WRITEUINT32(save_p, mobj->mobjnum);
}
@ -2721,6 +2726,8 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
mobj->colorized = READUINT8(save_p);
if (diff2 & MD2_ROLLANGLE)
mobj->rollangle = READANGLE(save_p);
if (diff2 & MD2_SHADOWSCALE)
mobj->shadowscale = READFIXED(save_p);
if (diff & MD_REDFLAG)
{

View File

@ -12174,7 +12174,9 @@ void P_PlayerThink(player_t *player)
#ifdef POLYOBJECTS
if (player->onconveyor == 1)
player->cmomy = player->cmomx = 0;
player->onconveyor = 3;
else if (player->onconveyor == 3)
player->cmomy = player->cmomx = 0;
#endif
P_DoSuperStuff(player);

View File

@ -3463,6 +3463,7 @@ static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value)
GETFLAG(DASHMODE)
GETFLAG(FASTEDGE)
GETFLAG(MULTIABILITY)
GETFLAG(NONIGHTSROTATION)
#undef GETFLAG
else // let's check if it's a sound, otherwise error out

View File

@ -1219,7 +1219,7 @@
C01FCF4B08A954540054247B /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
CURRENT_PROJECT_VERSION = 2.2.0;
CURRENT_PROJECT_VERSION = 2.2.1;
GCC_PREPROCESSOR_DEFINITIONS = (
"$(inherited)",
NORMALSRB2,
@ -1231,7 +1231,7 @@
C01FCF4C08A954540054247B /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
CURRENT_PROJECT_VERSION = 2.2.0;
CURRENT_PROJECT_VERSION = 2.2.1;
GCC_ENABLE_FIX_AND_CONTINUE = NO;
GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
GCC_PREPROCESSOR_DEFINITIONS = (

View File

@ -1691,7 +1691,7 @@ W_VerifyName (const char *name, lumpchecklist_t *checklist, boolean status)
size_t j;
for (j = 0; checklist[j].len && checklist[j].name; ++j)
{
if (( strncmp(name, checklist[j].name,
if (( strncasecmp(name, checklist[j].name,
checklist[j].len) != false ) == status)
{
return true;
@ -1746,6 +1746,19 @@ W_VerifyWAD (FILE *fp, lumpchecklist_t *checklist, boolean status)
return true;
}
// List of blacklisted folders to use when checking the PK3
static lumpchecklist_t folderblacklist[] =
{
{"Lua/", 4},
{"SOC/", 4},
{"Sprites/", 8},
{"Textures/", 9},
{"Patches/", 8},
{"Flats/", 6},
{"Fades/", 6},
{NULL, 0},
};
static int
W_VerifyPK3 (FILE *fp, lumpchecklist_t *checklist, boolean status)
{
@ -1797,7 +1810,7 @@ W_VerifyPK3 (FILE *fp, lumpchecklist_t *checklist, boolean status)
else
trimname = fullname; // Care taken for root files.
if (*trimname) // Ignore directories
if (*trimname) // Ignore directories, well kinda
{
if ((dotpos = strrchr(trimname, '.')) == 0)
dotpos = fullname + strlen(fullname); // Watch for files without extension.
@ -1807,6 +1820,10 @@ W_VerifyPK3 (FILE *fp, lumpchecklist_t *checklist, boolean status)
if (! W_VerifyName(lumpname, checklist, status))
return false;
// Check for directories next, if it's blacklisted it will return false
if (W_VerifyName(fullname, folderblacklist, status))
return false;
}
free(fullname);