- 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

@ -46,7 +46,7 @@ extern TArray<line_t *> spechit;
//Called while the bot moves after its player->dest mobj
//which can be a weapon/enemy/item whatever.
void DCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
void FCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
{
int delta;
@ -72,7 +72,7 @@ void DCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
}
}
bool DCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
bool FCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
{
fixed_t tryx, tryy;
bool try_ok;
@ -130,7 +130,7 @@ bool DCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
return true;
}
bool DCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
bool FCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
{
if (!Move (actor, cmd))
return false;
@ -139,7 +139,7 @@ bool DCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
return true;
}
void DCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
void FCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
{
fixed_t deltax;
fixed_t deltay;
@ -275,7 +275,7 @@ void DCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
// This is also a traverse function for
// bots pre-rocket fire (preventing suicide)
//
bool DCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd)
bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd)
{
if (!SafeCheckPosition (thing, x, y))
return false; // solid wall or thing
@ -322,7 +322,7 @@ bool DCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cm
#define MAXTURN (15*ANGLE_1) //Max degrees turned in one tic. Lower is smother but may cause the bot not getting where it should = crash
#define TURNSENS 3 //Higher is smoother but slower turn.
void DCajunMaster::TurnToAng (AActor *actor)
void FCajunMaster::TurnToAng (AActor *actor)
{
int maxturn = MAXTURN;
@ -356,7 +356,7 @@ void DCajunMaster::TurnToAng (AActor *actor)
actor->angle += distance;
}
void DCajunMaster::Pitch (AActor *actor, AActor *target)
void FCajunMaster::Pitch (AActor *actor, AActor *target)
{
double aim;
double diff;
@ -367,7 +367,7 @@ void DCajunMaster::Pitch (AActor *actor, AActor *target)
}
//Checks if a sector is dangerous.
bool DCajunMaster::IsDangerous (sector_t *sec)
bool FCajunMaster::IsDangerous (sector_t *sec)
{
int special;