- VC++ doesn't seem to like the TArray serializer so I added a workaround
to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
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30 changed files with 2361 additions and 5243 deletions
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@ -59,25 +59,26 @@ static bool PTR_SightTraverse (intercept_t *in)
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{
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line_t *li;
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fixed_t slope;
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FLineOpening open;
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li = in->d.line;
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//
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// crosses a two sided line
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//
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P_LineOpening (li, trace.x + FixedMul (trace.dx, in->frac),
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P_LineOpening (open, NULL, li, trace.x + FixedMul (trace.dx, in->frac),
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trace.y + FixedMul (trace.dy, in->frac));
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if (openrange <= 0) // quick test for totally closed doors
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if (open.range <= 0) // quick test for totally closed doors
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return false; // stop
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// check bottom
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slope = FixedDiv (openbottom - sightzstart, in->frac);
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slope = FixedDiv (open.bottom - sightzstart, in->frac);
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if (slope > bottomslope)
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bottomslope = slope;
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// check top
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slope = FixedDiv (opentop - sightzstart, in->frac);
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slope = FixedDiv (open.top - sightzstart, in->frac);
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if (slope < topslope)
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topslope = slope;
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