- 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)
This commit is contained in:
Christoph Oelckers 2009-06-14 13:47:38 +00:00
commit 3ab370b6ee
16 changed files with 149 additions and 36 deletions

View file

@ -199,18 +199,6 @@ void R_InitPicAnims (void)
tex2->Name, pic2.GetIndex(), tex2->GetSourceLump(), Wads.GetLumpFile(tex2->GetSourceLump()));
}
/* FIXME: doesn't work with hires texture replacements.
int l1 = tex1->GetSourceLump();
int l2 = tex2->GetSourceLump();
if (tex1->UseType == FTexture::TEX_Wall && l1 != l2)
{
// Animated walls must be in the same definition lumo
continue;
}
*/
// [RH] Allow for backward animations as well as forward.
if (pic1 > pic2)
{
@ -244,16 +232,19 @@ void R_InitPicAnims (void)
void R_AddSimpleAnim (FTextureID picnum, int animcount, int animtype, DWORD speedmin, DWORD speedrange)
{
FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
anim->CurFrame = 0;
anim->BasePic = picnum;
anim->NumFrames = animcount;
anim->AnimType = animtype;
anim->SwitchTime = 0;
anim->Frames[0].SpeedMin = speedmin;
anim->Frames[0].SpeedRange = speedrange;
anim->Frames[0].FramePic = anim->BasePic;
Anims.AddAnim (anim);
if (TexMan.AreTexturesCompatible(picnum, picnum + (animcount - 1)))
{
FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
anim->CurFrame = 0;
anim->BasePic = picnum;
anim->NumFrames = animcount;
anim->AnimType = animtype;
anim->SwitchTime = 0;
anim->Frames[0].SpeedMin = speedmin;
anim->Frames[0].SpeedRange = speedrange;
anim->Frames[0].FramePic = anim->BasePic;
Anims.AddAnim (anim);
}
}
//==========================================================================