- sync source with latest GZDoom:
Includes: - Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue. - Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes. - Fixed: all Boom silent teleporters preserve relative height. - support for palette independent particle colors if the renderer can handle them. SVN r3329 (trunk)
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parent
8e8331d44c
commit
893455ef61
20 changed files with 488 additions and 339 deletions
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@ -255,10 +255,12 @@ void I_ShutdownJoysticks();
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int main (int argc, char **argv)
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{
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#if !defined (__APPLE__)
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{
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int s[4] = { SIGSEGV, SIGILL, SIGFPE, SIGBUS };
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cc_install_handlers(argc, argv, 4, s, "zdoom-crash.log", DoomSpecificInfo);
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}
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#endif // !__APPLE__
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printf(GAMENAME" v%s - SVN revision %s - SDL version\nCompiled on %s\n",
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DOTVERSIONSTR_NOREV,SVN_REVISION_STRING,__DATE__);
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@ -297,6 +299,26 @@ int main (int argc, char **argv)
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}
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SDL_WM_SetCaption (GAMESIG " " DOTVERSIONSTR " (" __DATE__ ")", NULL);
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#ifdef __APPLE__
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const SDL_VideoInfo* videoInfo = SDL_GetVideoInfo();
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if ( NULL != videoInfo )
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{
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EXTERN_CVAR( Int, vid_defwidth )
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EXTERN_CVAR( Int, vid_defheight )
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EXTERN_CVAR( Int, vid_defbits )
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EXTERN_CVAR( Bool, vid_vsync )
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EXTERN_CVAR( Bool, fullscreen )
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vid_defwidth = videoInfo->current_w;
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vid_defheight = videoInfo->current_h;
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vid_defbits = videoInfo->vfmt->BitsPerPixel;
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vid_vsync = True;
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fullscreen = True;
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}
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#endif // __APPLE__
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try
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{
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