- 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

@ -78,10 +78,10 @@ void P_Ticker (void)
// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
if ((level.time & 3) == 0)
{
if (bglobal->changefreeze)
if (bglobal.changefreeze)
{
bglobal->freeze ^= 1;
bglobal->changefreeze = 0;
bglobal.freeze ^= 1;
bglobal.changefreeze = 0;
}
}
@ -102,7 +102,7 @@ void P_Ticker (void)
// Since things will be moving, it's okay to interpolate them in the renderer.
r_NoInterpolate = false;
if (!bglobal->freeze && !(level.flags & LEVEL_FROZEN))
if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN))
{
P_ThinkParticles (); // [RH] make the particles think
}
@ -110,14 +110,14 @@ void P_Ticker (void)
for (i = 0; i<MAXPLAYERS; i++)
if (playeringame[i] &&
/*Added by MC: Freeze mode.*/!(bglobal->freeze && players[i].isbot))
/*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].isbot))
P_PlayerThink (&players[i]);
level.Tick (); // [RH] let the level tick
DThinker::RunThinkers ();
//if added by MC: Freeze mode.
if (!bglobal->freeze && !(level.flags & LEVEL_FROZEN))
if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN))
{
P_UpdateSpecials ();
P_RunEffects (); // [RH] Run particle effects