Merge branch 'master' into gonesolong

Conflicts:
	src/CMakeLists.txt
	src/b_think.cpp
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_fighterplayer.cpp
	src/namedef.h
	src/p_enemy.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/p_teleport.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_function.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt

- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
  were added to thingdef_function.cpp over the past year, as this file no
  longer exists in this branch.
This commit is contained in:
Randy Heit 2014-12-21 20:43:24 -06:00
commit b5e4153c78
182 changed files with 23025 additions and 8730 deletions

View file

@ -95,6 +95,7 @@ extern fixed_t globaluclip, globaldclip;
EXTERN_CVAR (Bool, st_scale)
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Int, r_drawfuzz)
EXTERN_CVAR(Bool, r_deathcamera);
//
// Sprite rotation 0 is facing the viewer,
@ -1417,7 +1418,8 @@ void R_DrawPlayerSprites ()
if (!r_drawplayersprites ||
!camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM))
(players[consoleplayer].cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
if(fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) {
@ -2083,9 +2085,22 @@ void R_DrawSprite (vissprite_t *spr)
r1 = MAX<int> (ds->x1, x1);
r2 = MIN<int> (ds->x2, x2);
fixed_t neardepth, fardepth;
if (!spr->bWallSprite)
{
if (ds->sz1 < ds->sz2)
{
neardepth = ds->sz1, fardepth = ds->sz2;
}
else
{
neardepth = ds->sz2, fardepth = ds->sz1;
}
}
// Check if sprite is in front of draw seg:
if (DMulScale32(spr->gy - ds->curline->v1->y, ds->curline->v2->x - ds->curline->v1->x,
ds->curline->v1->x - spr->gx, ds->curline->v2->y - ds->curline->v1->y) <= 0)
if ((!spr->bWallSprite && neardepth > spr->depth) || ((spr->bWallSprite || fardepth > spr->depth) &&
DMulScale32(spr->gy - ds->curline->v1->y, ds->curline->v2->x - ds->curline->v1->x,
ds->curline->v1->x - spr->gx, ds->curline->v2->y - ds->curline->v1->y) <= 0))
{
// seg is behind sprite, so draw the mid texture if it has one
if (ds->maskedtexturecol != -1 || ds->bFogBoundary)