- added a compatibility option to restore the original Heretic bug where
a Minotaur couldn't spawn floor flames when standing in water having its feet clipped. - added vid_vsync to display options. - fixed: Animations of type 'Range' must be disabled if the textures don't come from the same definition unit (i.e both containing file and use type are identical.) - changed: Item pushing is now only done once per P_XYMovement call. - Increased the push factor of Heretic's pod to 0.5 so that its behavior more closely matches the original which depended on several bugs in the engine. - Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation to use floats to prevent overflows. The prevention of the overflows was the only reason the clamping was done. - Added Raven's dagger-like vector sprite for the player to the automap code. SVN r1668 (trunk)
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16 changed files with 149 additions and 36 deletions
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@ -199,18 +199,6 @@ void R_InitPicAnims (void)
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tex2->Name, pic2.GetIndex(), tex2->GetSourceLump(), Wads.GetLumpFile(tex2->GetSourceLump()));
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}
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/* FIXME: doesn't work with hires texture replacements.
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int l1 = tex1->GetSourceLump();
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int l2 = tex2->GetSourceLump();
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if (tex1->UseType == FTexture::TEX_Wall && l1 != l2)
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{
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// Animated walls must be in the same definition lumo
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continue;
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}
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*/
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// [RH] Allow for backward animations as well as forward.
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if (pic1 > pic2)
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{
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@ -244,16 +232,19 @@ void R_InitPicAnims (void)
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void R_AddSimpleAnim (FTextureID picnum, int animcount, int animtype, DWORD speedmin, DWORD speedrange)
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{
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FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
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anim->CurFrame = 0;
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anim->BasePic = picnum;
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anim->NumFrames = animcount;
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anim->AnimType = animtype;
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anim->SwitchTime = 0;
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anim->Frames[0].SpeedMin = speedmin;
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anim->Frames[0].SpeedRange = speedrange;
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anim->Frames[0].FramePic = anim->BasePic;
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Anims.AddAnim (anim);
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if (TexMan.AreTexturesCompatible(picnum, picnum + (animcount - 1)))
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{
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FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
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anim->CurFrame = 0;
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anim->BasePic = picnum;
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anim->NumFrames = animcount;
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anim->AnimType = animtype;
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anim->SwitchTime = 0;
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anim->Frames[0].SpeedMin = speedmin;
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anim->Frames[0].SpeedRange = speedrange;
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anim->Frames[0].FramePic = anim->BasePic;
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Anims.AddAnim (anim);
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}
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}
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//==========================================================================
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