- Changed D3DFB to explicitly request double buffering instead of assuming

that the drivers will treat a BackBufferCount of 0 as a request for
  double buffering.
- Fixed: Unsetting a cvar did not remove it from the list of tab
  completions.
- Added "" as a synonym for "nullimage" in SBARINFO.
- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
  It stringified the passed macro name, not the value of the macro.
- Moved DCajunMaster off the DObject hierarchy.
- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
  mysteriously being left pointing to uninitialized memory during the
  final GC at exit and crashing.
- Fixed: The code that removed hexdd.wad from the list of IWADs when
  hexen.wad was not present did not work.


SVN r861 (trunk)
This commit is contained in:
Randy Heit 2008-03-28 00:38:17 +00:00
commit 776d89428d
31 changed files with 17388 additions and 17388 deletions

View file

@ -15,13 +15,6 @@
CVAR (Int, bot_next_color, 11, 0)
CVAR (Bool, bot_observer, false, 0)
IMPLEMENT_POINTY_CLASS (DCajunMaster)
DECLARE_POINTER (getspawned)
DECLARE_POINTER (firstthing)
DECLARE_POINTER (body1)
DECLARE_POINTER (body2)
END_POINTERS
CCMD (addbot)
{
if (gamestate != GS_LEVEL && gamestate != GS_INTERMISSION)
@ -43,12 +36,12 @@ CCMD (addbot)
}
if (argv.argc() > 1)
bglobal->SpawnBot (argv[1]);
bglobal.SpawnBot (argv[1]);
else
bglobal->SpawnBot (NULL);
bglobal.SpawnBot (NULL);
}
void DCajunMaster::ClearPlayer (int i, bool keepTeam)
void FCajunMaster::ClearPlayer (int i, bool keepTeam)
{
if (players[i].mo)
{
@ -92,7 +85,7 @@ CCMD (freeze)
CCMD (listbots)
{
botinfo_t *thebot = bglobal->botinfo;
botinfo_t *thebot = bglobal.botinfo;
int count = 0;
while (thebot)
@ -116,9 +109,6 @@ AT_GAME_SET(BotStuff)
AWeapon * w;
AActor * a;
bglobal = new DCajunMaster;
GC::WriteBarrier(bglobal);
w = (AWeapon*)GetDefaultByName ("Pistol");
if (w != NULL)
{