Merge branch 'master' into knuxstuff
This commit is contained in:
commit
b48d8cf68b
6419
extras/conf/SRB2-22.cfg
Normal file
6419
extras/conf/SRB2-22.cfg
Normal file
File diff suppressed because it is too large
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@ -363,7 +363,7 @@ consvar_t cv_runscripts = {"runscripts", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL
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consvar_t cv_pause = {"pausepermission", "Server", CV_NETVAR, pause_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_pause = {"pausepermission", "Server", CV_NETVAR, pause_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_mute = {"mute", "Off", CV_NETVAR|CV_CALL, CV_OnOff, Mute_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_mute = {"mute", "Off", CV_NETVAR|CV_CALL, CV_OnOff, Mute_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_sleep = {"cpusleep", "-1", CV_SAVE, sleeping_cons_t, NULL, -1, NULL, NULL, 0, 0, NULL};
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consvar_t cv_sleep = {"cpusleep", "1", CV_SAVE, sleeping_cons_t, NULL, -1, NULL, NULL, 0, 0, NULL};
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INT16 gametype = GT_COOP;
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INT16 gametype = GT_COOP;
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boolean splitscreen = false;
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boolean splitscreen = false;
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@ -1186,12 +1186,12 @@ static void SendNameAndColor(void)
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&& !strcmp(cv_skin.string, skins[players[consoleplayer].skin].name))
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&& !strcmp(cv_skin.string, skins[players[consoleplayer].skin].name))
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return;
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return;
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players[consoleplayer].availabilities = R_GetSkinAvailabilities();
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// We'll handle it later if we're not playing.
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// We'll handle it later if we're not playing.
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if (!Playing())
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if (!Playing())
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return;
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return;
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players[consoleplayer].availabilities = R_GetSkinAvailabilities();
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// If you're not in a netgame, merely update the skin, color, and name.
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// If you're not in a netgame, merely update the skin, color, and name.
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if (!netgame)
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if (!netgame)
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{
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{
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@ -1304,12 +1304,12 @@ static void SendNameAndColor2(void)
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CV_StealthSet(&cv_playercolor2, cv_playercolor2.defaultvalue);
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CV_StealthSet(&cv_playercolor2, cv_playercolor2.defaultvalue);
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}
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}
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players[secondplaya].availabilities = R_GetSkinAvailabilities();
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// We'll handle it later if we're not playing.
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// We'll handle it later if we're not playing.
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if (!Playing())
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if (!Playing())
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return;
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return;
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players[secondplaya].availabilities = R_GetSkinAvailabilities();
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// If you're not in a netgame, merely update the skin, color, and name.
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// If you're not in a netgame, merely update the skin, color, and name.
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if (botingame)
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if (botingame)
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{
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{
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@ -709,8 +709,8 @@ void G_DefineDefaultControls(void)
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for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0)
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for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0)
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{
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{
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gamecontroldefault[i][gc_weaponnext ][0] = 'e';
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gamecontroldefault[i][gc_weaponnext ][0] = KEY_MOUSEWHEELUP+0;
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gamecontroldefault[i][gc_weaponprev ][0] = 'q';
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gamecontroldefault[i][gc_weaponprev ][0] = KEY_MOUSEWHEELDOWN+0;
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gamecontroldefault[i][gc_wepslot1 ][0] = '1';
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gamecontroldefault[i][gc_wepslot1 ][0] = '1';
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gamecontroldefault[i][gc_wepslot2 ][0] = '2';
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gamecontroldefault[i][gc_wepslot2 ][0] = '2';
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gamecontroldefault[i][gc_wepslot3 ][0] = '3';
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gamecontroldefault[i][gc_wepslot3 ][0] = '3';
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@ -1277,6 +1277,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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// MD2 colormap fix
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// MD2 colormap fix
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// colormap test
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// colormap test
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if (spr->mobj->subsector)
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{
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{
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sector_t *sector = spr->mobj->subsector->sector;
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sector_t *sector = spr->mobj->subsector->sector;
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UINT8 lightlevel = 255;
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UINT8 lightlevel = 255;
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@ -1308,6 +1309,8 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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else
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else
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
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}
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}
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else
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Surf.FlatColor.rgba = 0xFFFFFFFF;
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// Look at HWR_ProjectSprite for more
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// Look at HWR_ProjectSprite for more
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{
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{
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@ -12253,7 +12253,6 @@ void A_ConnectToGround(mobj_t *actor)
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mobj_t *work;
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mobj_t *work;
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fixed_t workz;
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fixed_t workz;
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fixed_t workh;
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fixed_t workh;
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SINT8 dir;
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angle_t ang;
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angle_t ang;
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INT32 locvar1 = var1;
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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INT32 locvar2 = var2;
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@ -12267,23 +12266,17 @@ void A_ConnectToGround(mobj_t *actor)
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P_AdjustMobjFloorZ_FFloors(actor, actor->subsector->sector, 2);
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P_AdjustMobjFloorZ_FFloors(actor, actor->subsector->sector, 2);
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if (actor->flags2 & MF2_OBJECTFLIP)
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if (actor->flags2 & MF2_OBJECTFLIP)
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{
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workz = (actor->z + actor->height) - actor->ceilingz;
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workz = actor->ceilingz - (actor->z + actor->height);
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dir = -1;
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}
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else
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else
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{
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workz = actor->floorz - actor->z;
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workz = actor->floorz - actor->z;
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dir = 1;
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}
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if (locvar2)
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if (locvar2)
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{
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{
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workh = FixedMul(mobjinfo[locvar2].height, actor->scale);
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workh = FixedMul(mobjinfo[locvar2].height, actor->scale);
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if (actor->flags2 & MF2_OBJECTFLIP)
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if (actor->flags2 & MF2_OBJECTFLIP)
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workz -= workh;
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workz += workh;
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work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar2);
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work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar2);
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workz += dir*workh;
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workz += workh;
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}
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}
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if (!locvar1)
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if (!locvar1)
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@ -12292,21 +12285,18 @@ void A_ConnectToGround(mobj_t *actor)
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if (!(workh = FixedMul(mobjinfo[locvar1].height, actor->scale)))
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if (!(workh = FixedMul(mobjinfo[locvar1].height, actor->scale)))
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return;
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return;
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if (actor->flags2 & MF2_OBJECTFLIP)
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workz -= workh;
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ang = actor->angle + ANGLE_45;
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ang = actor->angle + ANGLE_45;
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while (dir*workz < 0)
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while (workz < 0)
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{
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{
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work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1);
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work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1);
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if (work)
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if (work)
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work->angle = ang;
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work->angle = ang;
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ang += ANGLE_90;
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ang += ANGLE_90;
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workz += dir*workh;
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workz += workh;
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}
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}
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if (workz != 0)
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if (workz != 0)
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actor->z += workz;
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actor->z += P_MobjFlip(actor)*workz;
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}
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}
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// Function: A_SpawnParticleRelative
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// Function: A_SpawnParticleRelative
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@ -428,7 +428,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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|| special->state == &states[S_FANG_BOUNCE4]
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|| special->state == &states[S_FANG_BOUNCE4]
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|| special->state == &states[S_FANG_PINCHBOUNCE3]
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|| special->state == &states[S_FANG_PINCHBOUNCE3]
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|| special->state == &states[S_FANG_PINCHBOUNCE4])
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|| special->state == &states[S_FANG_PINCHBOUNCE4])
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&& P_MobjFlip(special)*((special->z + special->height/2) - (toucher->z - toucher->height/2)) > -(special->height/4))
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&& P_MobjFlip(special)*((special->z + special->height/2) - (toucher->z - toucher->height/2)) > (special->height/4))
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{
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{
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P_DamageMobj(toucher, special, special, 1, 0);
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P_DamageMobj(toucher, special, special, 1, 0);
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P_SetTarget(&special->tracer, toucher);
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P_SetTarget(&special->tracer, toucher);
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@ -2733,8 +2733,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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}
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#ifdef ESLOPE
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#ifdef ESLOPE
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// HACK TO FIX DSZ2: apply only if slopes are involved
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else if (tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
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else if (tmceilingslope && tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
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{
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{
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thing->z = (thing->ceilingz = thingtop = tmceilingz) - thing->height;
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thing->z = (thing->ceilingz = thingtop = tmceilingz) - thing->height;
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thing->ceilingrover = tmceilingrover;
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thing->ceilingrover = tmceilingrover;
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@ -2749,8 +2748,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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}
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#ifdef ESLOPE
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#ifdef ESLOPE
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// HACK TO FIX DSZ2: apply only if slopes are involved
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else if (tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
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else if (tmfloorslope && tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
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{
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{
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thing->z = thing->floorz = tmfloorz;
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thing->z = thing->floorz = tmfloorz;
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thing->floorrover = tmfloorrover;
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thing->floorrover = tmfloorrover;
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@ -898,7 +898,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
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if (player->mo->target)
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if (player->mo->target)
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{
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{
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player->angle_pos = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
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player->angle_pos = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
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player->drawangle = player->mo->angle = player->angle_pos
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player->drawangle = player->angle_pos
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+ ((player->mo->target->flags2 & MF2_AMBUSH) ? // if axis is invert, take the opposite right angle
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+ ((player->mo->target->flags2 & MF2_AMBUSH) ? // if axis is invert, take the opposite right angle
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-ANGLE_90 : ANGLE_90); // flyangle is always 0 here, below is kept for posterity
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-ANGLE_90 : ANGLE_90); // flyangle is always 0 here, below is kept for posterity
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/*(player->flyangle > 90 && player->flyangle < 270 ? ANGLE_90 : -ANGLE_90)
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/*(player->flyangle > 90 && player->flyangle < 270 ? ANGLE_90 : -ANGLE_90)
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@ -1230,7 +1230,7 @@ static void R_ProjectSprite(mobj_t *thing)
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else
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else
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range = 1;
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range = 1;
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scalestep = (yscale2 - yscale)/range;
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scalestep = (yscale2 - yscale)/range ?: 1;
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// The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2?
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// The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2?
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// sortscale = max(yscale, yscale2);
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// sortscale = max(yscale, yscale2);
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@ -2796,9 +2796,9 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
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}
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}
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if (P_IsLocalPlayer(player))
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if (P_IsLocalPlayer(player))
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CONS_Alert(CONS_WARNING, M_GetText("Requested skin not found\n"));
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CONS_Alert(CONS_WARNING, M_GetText("Requested skin %d not found\n"), skinnum);
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else if(server || IsPlayerAdmin(consoleplayer))
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else if(server || IsPlayerAdmin(consoleplayer))
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CONS_Alert(CONS_WARNING, "Player %d (%s) skin not found\n", playernum, player_names[playernum]);
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CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum);
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SetPlayerSkinByNum(playernum, 0); // not found put the sonic skin
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SetPlayerSkinByNum(playernum, 0); // not found put the sonic skin
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}
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}
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@ -1474,12 +1474,9 @@ static void ST_drawNightsRecords(void)
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if (P_HasGrades(gamemap, stplyr->lastmare + 1))
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if (P_HasGrades(gamemap, stplyr->lastmare + 1))
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{
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{
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if (aflag)
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UINT8 grade = P_GetGrade(stplyr->lastmarescore, gamemap, stplyr->lastmare);
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V_DrawTranslucentPatch(BASEVIDWIDTH/2 + 60, 160, aflag,
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if (modeattacking || grade >= GRADE_A)
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ngradeletters[P_GetGrade(stplyr->lastmarescore, gamemap, stplyr->lastmare)]);
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V_DrawTranslucentPatch(BASEVIDWIDTH/2 + 60, 160, aflag, ngradeletters[grade]);
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else
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V_DrawScaledPatch(BASEVIDWIDTH/2 + 60, 160, 0,
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ngradeletters[P_GetGrade(stplyr->lastmarescore, gamemap, stplyr->lastmare)]);
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}
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}
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break;
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break;
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}
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}
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