- 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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@ -23,7 +23,7 @@ static FRandom pr_botmove ("BotMove");
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//This function is called each tic for each bot,
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//so this is what the bot does.
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void DCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
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void FCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
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{
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memset (cmd, 0, sizeof(*cmd));
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@ -71,7 +71,7 @@ void DCajunMaster::Think (AActor *actor, ticcmd_t *cmd)
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//how the bot moves.
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//MAIN movement function.
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void DCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
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void FCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
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{
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player_t *b;
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fixed_t dist;
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@ -312,7 +312,7 @@ void DCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
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//BOT_WhatToGet
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//
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//Determines if the bot will roam after an item or not.
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void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
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void FCajunMaster::WhatToGet (AActor *actor, AActor *item)
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{
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player_t *b = actor->player;
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@ -329,7 +329,7 @@ void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
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}
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int weapgiveammo = (alwaysapplydmflags || deathmatch) && !(dmflags & DF_WEAPONS_STAY);
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//if(pos && !bglobal->thingvis[pos->id][item->id]) continue;
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//if(pos && !bglobal.thingvis[pos->id][item->id]) continue;
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// if (item->IsKindOf (RUNTIME_CLASS(AArtifact)))
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// return; // don't know how to use artifacts
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if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
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@ -376,7 +376,7 @@ void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
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}
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}
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void DCajunMaster::Set_enemy (AActor *actor)
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void FCajunMaster::Set_enemy (AActor *actor)
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{
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AActor *oldenemy;
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AActor **enemy = &actor->player->enemy;
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