Merge remote-tracking branch 'origin/next' into tolfix

This commit is contained in:
Jaime Passos 2020-02-12 13:03:16 -03:00
commit c827a72aab
10 changed files with 69 additions and 63 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 / 09 - 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 "89627822f5a5c7fb022d836b138144b2"
#define ASSET_HASH_PLAYER_DTA "129fa7d4b273a4b3dcacaa44eccead4f"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_PK3 "there is no patch.pk3, only zuul"
#endif

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@ -1213,7 +1213,7 @@ void D_SRB2Main(void)
#endif
D_CleanFile();
#ifndef DEVELOP // md5s last updated 06/12/19 (ddmmyy)
#ifndef DEVELOP // md5s last updated 09/02/20 (ddmmyy)
// Check MD5s of autoloaded files
W_VerifyFileMD5(0, ASSET_HASH_SRB2_PK3); // srb2.pk3

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@ -1302,10 +1302,7 @@ 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;
@ -4954,19 +4951,19 @@ 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)
@ -5214,7 +5211,7 @@ 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",
@ -5434,6 +5431,7 @@ 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",
@ -5486,7 +5484,7 @@ 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",
@ -5502,7 +5500,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BOSSSEBH2",
// Boss 3 Shockwave
"S_SHOCKWAVE1",
"S_SHOCKWAVE2",
@ -5539,9 +5536,9 @@ 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
@ -5785,7 +5782,7 @@ 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",
@ -6479,7 +6476,7 @@ 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",
@ -6494,7 +6491,7 @@ 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",
@ -6511,6 +6508,7 @@ 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
@ -7056,7 +7054,7 @@ 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
@ -7357,6 +7355,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BHORIZ7",
"S_BHORIZ8",
// Booster
"S_BOOSTERSOUND",
"S_YELLOWBOOSTERROLLER",
"S_YELLOWBOOSTERSEG_LEFT",
@ -7387,7 +7386,7 @@ 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
@ -7983,6 +7982,8 @@ 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",
@ -8002,7 +8003,7 @@ 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)
@ -8119,7 +8120,7 @@ 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",
@ -8133,7 +8134,7 @@ 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",
@ -8359,22 +8360,22 @@ 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",
@ -8429,7 +8430,7 @@ 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",
@ -8480,7 +8481,7 @@ 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",
@ -8760,6 +8761,8 @@ 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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@ -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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@ -1214,7 +1214,7 @@ 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 +1248,7 @@ 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 +1273,7 @@ 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 +1298,7 @@ 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 +1332,7 @@ 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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@ -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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@ -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 = (