- 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

@ -2558,7 +2558,7 @@ void AActor::Tick ()
}
//Added by MC: Freeze mode.
if (bglobal->freeze && !(player && !player->isbot))
if (bglobal.freeze && !(player && !player->isbot))
{
return;
}
@ -2637,11 +2637,11 @@ void AActor::Tick ()
}
}
if (bglobal->botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
(flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER))
{
clock (BotSupportCycles);
bglobal->m_Thinking = true;
bglobal.m_Thinking = true;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || !players[i].isbot)
@ -2661,7 +2661,7 @@ void AActor::Tick ()
else if (flags & MF_SPECIAL)
{ //Item pickup time
//clock (BotWTG);
bglobal->WhatToGet (players[i].mo, this);
bglobal.WhatToGet (players[i].mo, this);
//unclock (BotWTG);
BotWTG++;
}
@ -2669,12 +2669,12 @@ void AActor::Tick ()
{
if (!players[i].missile && (flags3 & MF3_WARNBOT))
{ //warn for incoming missiles.
if (target != players[i].mo && bglobal->Check_LOS (players[i].mo, this, ANGLE_90))
if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
players[i].missile = this;
}
}
}
bglobal->m_Thinking = false;
bglobal.m_Thinking = false;
unclock (BotSupportCycles);
}
@ -3158,7 +3158,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
actor->z = actor->PrevZ = iz;
actor->picnum = 0xffff;
FRandom &rng = bglobal->m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
if (actor->isFast() && actor->flags3 & MF3_ISMONSTER)
actor->reactiontime = 0;