Decorate: IsPointerEqual(int aaptr_selector1, int aaptr_selector2)
ACS: IsPointerEqual(int aaptr_selector1, int aaptr_selector2, int tid1 = 0, int tid2 = 0)
Compare the pointers values returned by two pointer select operations. Returns true if they both resolve to the same value. Null values can be explicitly tested using IsPointerEqual(AAPTR_NULL, ...)
ACS: IsPointerEqual(int aaptr1, int aaptr2, int tid1 = 0, int tid2 = 0)
This function lets you compare pointers from other actors than the activator, using tids. Tid1 determines the actor used to resolve aaptr1, Tid2 does the same for aaptr2. If tid1 and tid2 are equal, the same actor will be used for resolving both pointers (that could always happen randomly; this way you know it will happen).
The optimizer miscompiles the function FBehavior::LoadScriptsDirectory and causes random crashes when zdoom is run with wads containing scripts.
As said in the comment, I just hope that the Clang devs fix it for the next patching release, ie 3.5.1.
- Added CF_INTERPVIEW flag for players. A_SetPitch/A_SetAngle and the
similar ACS APROPs set this when changing an angle. This forces the
renderer to interpolate the view angles instead of updating with the
latest mouse positions. The effect lasts one tick.
- Fixed: When an ACS string pool was read from a savegame, FirstFreeEntry
would not be updatedt, except by the Clear() function. This left FirstFreeEntry
at 0, which meant the next string added to the pool would always go in
slot 0, whether it was free or not.
- If a player is spying through another player, CheckPlayerCamera will
return the TID of the player you are "spying", but as coopspy isn't a
net command, this wont be reflected by all nodes. So to fix this,
CheckPlayerCamera now returns -1 if a player's camera is that of any
player at all. (thanks edward850)
int SpawnDecal(int tid, str decalname, int flags, fixed angle, int zoffset, int distance)
Traces a line from tid's actor until hitting a wall, then creates a decal there. Returns the
number of decals spawned.
* tid = Which actor(s) to start the trace at.
* decalname = Which decal to spawn.
* flags =
* SDF_ABSANGLE = Angle parameter is an absolute angle. Otherwise, it's relative to the origin actor's angle.
* SDF_PERMANENT = Decal ignores cl_maxdecals. Otherwise, it will eventually disappear.
* angle = Direction in which to search for a wall. Defaults to 0.0.
* zoffset = Offset from the middle of the origin actor for the Z height of the decal. Defaults to 0.
* distance = Maximum distance to search for a wall. Defaults to 64.
SVN r4330 (trunk)