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:
commit
b5e4153c78
182 changed files with 23025 additions and 8730 deletions
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@ -1321,7 +1321,7 @@ sfxinfo_t *S_LoadSound(sfxinfo_t *sfx)
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// If the sound is voc, use the custom loader.
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if (strncmp ((const char *)sfxstart, "Creative Voice File", 19) == 0)
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{
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sfx->data = GSnd->LoadSoundVoc(sfxstart, len);
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sfx->data = GSnd->LoadSoundVoc(sfxstart, size);
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}
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// If the sound is raw, just load it as such.
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// Otherwise, try the sound as DMX format.
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@ -1575,7 +1575,7 @@ void S_RelinkSound (AActor *from, AActor *to)
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{
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chan->Actor = to;
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}
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else if (!(chan->ChanFlags & CHAN_LOOP))
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else if (!(chan->ChanFlags & CHAN_LOOP) && !(compatflags2 & COMPATF2_SOUNDCUTOFF))
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{
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chan->Actor = NULL;
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chan->SourceType = SOURCE_Unattached;
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@ -1783,21 +1783,13 @@ void S_SetSoundPaused (int state)
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{
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if (state)
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{
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if (paused <= 0)
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if (paused == 0)
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{
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S_ResumeSound(true);
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if (GSnd != NULL)
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{
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GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
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}
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if (!netgame
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#ifdef _DEBUG
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&& !demoplayback
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#endif
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)
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{
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paused = 0;
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}
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}
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}
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else
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@ -1811,16 +1803,16 @@ void S_SetSoundPaused (int state)
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SoundRenderer::INACTIVE_Complete :
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SoundRenderer::INACTIVE_Mute);
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}
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if (!netgame
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#ifdef _DEBUG
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&& !demoplayback
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#endif
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)
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{
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paused = -1;
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}
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}
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}
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if (!netgame
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#ifdef _DEBUG
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&& !demoplayback
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#endif
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)
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{
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pauseext = !state;
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}
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}
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//==========================================================================
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