- 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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643fc792bd
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31 changed files with 17388 additions and 17388 deletions
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@ -2558,7 +2558,7 @@ void AActor::Tick ()
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}
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//Added by MC: Freeze mode.
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if (bglobal->freeze && !(player && !player->isbot))
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if (bglobal.freeze && !(player && !player->isbot))
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{
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return;
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}
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@ -2637,11 +2637,11 @@ void AActor::Tick ()
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}
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}
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if (bglobal->botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
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if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
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(flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER))
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{
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clock (BotSupportCycles);
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bglobal->m_Thinking = true;
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bglobal.m_Thinking = true;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || !players[i].isbot)
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@ -2661,7 +2661,7 @@ void AActor::Tick ()
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else if (flags & MF_SPECIAL)
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{ //Item pickup time
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//clock (BotWTG);
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bglobal->WhatToGet (players[i].mo, this);
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bglobal.WhatToGet (players[i].mo, this);
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//unclock (BotWTG);
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BotWTG++;
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}
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@ -2669,12 +2669,12 @@ void AActor::Tick ()
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{
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if (!players[i].missile && (flags3 & MF3_WARNBOT))
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{ //warn for incoming missiles.
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if (target != players[i].mo && bglobal->Check_LOS (players[i].mo, this, ANGLE_90))
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if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
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players[i].missile = this;
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}
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}
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}
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bglobal->m_Thinking = false;
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bglobal.m_Thinking = false;
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unclock (BotSupportCycles);
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}
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@ -3158,7 +3158,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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actor->z = actor->PrevZ = iz;
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actor->picnum = 0xffff;
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FRandom &rng = bglobal->m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
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FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
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if (actor->isFast() && actor->flags3 & MF3_ISMONSTER)
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actor->reactiontime = 0;
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