- made max. view pitch a property of the renderer so that it's overridable without
changing game code. - made SpawningMapThing an argument of AActor::StaticSpawn instead of a global variable. - added a stub to the DECORATE parser for defining dynamic lights directly in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE which uses this GZDoom feature in the future. SVN r1935 (trunk)
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14 changed files with 109 additions and 18 deletions
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@ -1269,7 +1269,48 @@ void DFrameBuffer::DrawRemainingPlayerSprites()
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R_DrawRemainingPlayerSprites();
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}
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//===========================================================================
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//
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// notify the renderer that an actor has changed state
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//
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//===========================================================================
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void DFrameBuffer::StateChanged(AActor *actor)
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{
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}
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//===========================================================================
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//
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// notify the renderer that serialization of the curent level is about to start/end
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//
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//===========================================================================
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void DFrameBuffer::StartSerialize(FArchive &arc)
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{
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}
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void DFrameBuffer::EndSerialize(FArchive &arc)
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{
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}
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//===========================================================================
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//
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// Get max. view angle (renderer specific information so it goes here now)
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//
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//===========================================================================
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#define MAX_DN_ANGLE 56 // Max looking down angle
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#define MAX_UP_ANGLE 32 // Max looking up angle
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int DFrameBuffer::GetMaxViewPitch(bool down)
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{
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return down? MAX_DN_ANGLE*ANGLE_1 : -MAX_UP_ANGLE*ANGLE_1;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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FNativePalette::~FNativePalette()
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{
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