- Added the MF2_PASSMOBJ for P_Thing_Spawn() from January 4, 2003, to

DLevelScript::DoSpawn().
- Changed VectorNormalize() (and VectorNormalize2) to use doubles for storing
  the vector lengths, fixing desyncs between GCC/VC++ games that happened
  because the two compilers produced slightly different results for some
  slopes. GCC kept them in registers, so they were never truncated to floats.
  VC++ stored them to memory and reloaded them in order to truncate them to
  the defined precision. Lesson learned: Floating point numbers in local
  variables should always be doubles to produce the best code with VC++ that
  has the best chance of matching GCC's default behavior.
- Removed netget and netsend function pointers. PacketGet and PacketSend are
  now called directly.
- Fixed: Watching a demo from the point of view of someone other than the
  first player could cause a crash when the demo ended.
- Removed invcount from the expression evaluator at Grubber's suggestion,
  because it doesn't work.
- Fixed: vid_nowidescreen should fire off setsizeneeded so that changes to it
  can happen immediately instead of at the next resolution change.


SVN r355 (trunk)
This commit is contained in:
Randy Heit 2006-10-20 01:58:26 +00:00
commit 35ca16ba4f
8 changed files with 47 additions and 61 deletions

View file

@ -96,9 +96,6 @@ static SOCKET mysocket = INVALID_SOCKET;
static sockaddr_in sendaddress[MAXNETNODES];
static BYTE sendplayer[MAXNETNODES];
void (*netget) (void);
void (*netsend) (void);
#ifdef __WIN32__
char *neterror (void);
#else
@ -351,8 +348,6 @@ void StartNetwork (bool autoPort)
atterm (CloseNetwork);
netsend = PacketSend;
netget = PacketGet;
netgame = true;
multiplayer = true;
@ -828,11 +823,11 @@ void I_NetCmd (void)
{
if (doomcom.command == CMD_SEND)
{
netsend ();
PacketSend ();
}
else if (doomcom.command == CMD_GET)
{
netget ();
PacketGet ();
}
else
I_Error ("Bad net cmd: %i\n",doomcom.command);