- 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

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