- 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)
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31 changed files with 17388 additions and 17388 deletions
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@ -46,7 +46,7 @@ extern TArray<line_t *> spechit;
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//Called while the bot moves after its player->dest mobj
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//which can be a weapon/enemy/item whatever.
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void DCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
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void FCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
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{
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int delta;
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@ -72,7 +72,7 @@ void DCajunMaster::Roam (AActor *actor, ticcmd_t *cmd)
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}
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}
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bool DCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
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bool FCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
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{
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fixed_t tryx, tryy;
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bool try_ok;
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@ -130,7 +130,7 @@ bool DCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
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return true;
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}
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bool DCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
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bool FCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
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{
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if (!Move (actor, cmd))
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return false;
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@ -139,7 +139,7 @@ bool DCajunMaster::TryWalk (AActor *actor, ticcmd_t *cmd)
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return true;
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}
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void DCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
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void FCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
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{
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fixed_t deltax;
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fixed_t deltay;
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@ -275,7 +275,7 @@ void DCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
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// This is also a traverse function for
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// bots pre-rocket fire (preventing suicide)
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//
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bool DCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd)
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bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd)
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{
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if (!SafeCheckPosition (thing, x, y))
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return false; // solid wall or thing
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@ -322,7 +322,7 @@ bool DCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cm
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#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
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#define TURNSENS 3 //Higher is smoother but slower turn.
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void DCajunMaster::TurnToAng (AActor *actor)
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void FCajunMaster::TurnToAng (AActor *actor)
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{
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int maxturn = MAXTURN;
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@ -356,7 +356,7 @@ void DCajunMaster::TurnToAng (AActor *actor)
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actor->angle += distance;
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}
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void DCajunMaster::Pitch (AActor *actor, AActor *target)
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void FCajunMaster::Pitch (AActor *actor, AActor *target)
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{
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double aim;
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double diff;
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@ -367,7 +367,7 @@ void DCajunMaster::Pitch (AActor *actor, AActor *target)
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}
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//Checks if a sector is dangerous.
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bool DCajunMaster::IsDangerous (sector_t *sec)
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bool FCajunMaster::IsDangerous (sector_t *sec)
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{
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int special;
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