- Assembly code is disabled when building with __APPLE__ defined, for now.

- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now.
- Moved x64inlines.h into basicinlines.h.
- Replaced uses of __int64 with types from doomtype.h.
- The stop console command no longer ends single player games, just the demo
  that was being recorded.
- In C mode, the sc_man parser no longer allows multi-line string constants
  without using the \ character to preface the newline character. This makes
  it much easier to diagnose errors where you forget the closing quote of a
  string.
- Fixed: V_BreakLines() added the terminating '\0' to the last line of the
  input string.
- Added font as a parameter to V_BreakLines and removed its keepspace
  parameter, which was never passed as anything other than the default.


SVN r331 (trunk)
This commit is contained in:
Randy Heit 2006-09-19 23:25:51 +00:00
commit 419724dd02
30 changed files with 327 additions and 565 deletions

View file

@ -681,7 +681,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
toSay = GStrings[dlgtext.GetChars()];
if (toSay==NULL) toSay = "Go away!"; // Ok, it's lame - but it doesn't look like an error to the player. ;)
}
DialogueLines = V_BreakLines (screen->GetWidth()/CleanXfac-24*2, toSay);
DialogueLines = V_BreakLines (screen->Font, screen->GetWidth()/CleanXfac-24*2, toSay);
// Fill out the possible choices
ShowGold = false;
@ -694,7 +694,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
continue;
}
ShowGold |= reply->NeedsGold;
reply->ReplyLines = V_BreakLines (320-50-10, reply->Reply);
reply->ReplyLines = V_BreakLines (screen->Font, 320-50-10, reply->Reply);
for (j = 0; reply->ReplyLines[j].Width >= 0; ++j)
{
item.label = reply->ReplyLines[j].Text.LockBuffer();