- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. SVN r1567 (trunk)
This commit is contained in:
parent
b37d0ba2ea
commit
4d5692bf80
10 changed files with 140 additions and 48 deletions
|
|
@ -111,6 +111,7 @@ enum
|
|||
};
|
||||
|
||||
|
||||
void SetTexture (sector_t *sector, int index, int position, const char *name8);
|
||||
void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, mapsidedef_t *msd, int special, int tag, short *alpha);
|
||||
void P_AdjustLine (line_t *ld);
|
||||
void P_FinishLoadingLineDef(line_t *ld, int alpha);
|
||||
|
|
@ -780,7 +781,7 @@ struct UDMFParser
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void ParseSector(sector_t *sec)
|
||||
void ParseSector(sector_t *sec, int index)
|
||||
{
|
||||
int lightcolor = -1;
|
||||
int fadecolor = -1;
|
||||
|
|
@ -824,11 +825,11 @@ struct UDMFParser
|
|||
break;
|
||||
|
||||
case NAME_Texturefloor:
|
||||
sec->SetTexture(sector_t::floor, TexMan.GetTexture (CheckString(key), FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable));
|
||||
SetTexture(sec, index, sector_t::floor, CheckString(key));
|
||||
break;
|
||||
|
||||
case NAME_Textureceiling:
|
||||
sec->SetTexture(sector_t::ceiling, TexMan.GetTexture (CheckString(key), FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable));
|
||||
SetTexture(sec, index, sector_t::ceiling, CheckString(key));
|
||||
break;
|
||||
|
||||
case NAME_Lightlevel:
|
||||
|
|
@ -1209,7 +1210,7 @@ struct UDMFParser
|
|||
else if (sc.Compare("sector"))
|
||||
{
|
||||
sector_t sec;
|
||||
ParseSector(&sec);
|
||||
ParseSector(&sec, ParsedSectors.Size());
|
||||
ParsedSectors.Push(sec);
|
||||
}
|
||||
else if (sc.Compare("vertex"))
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue