Compare commits

..
77 Commits
Author SHA1 Message Date
Alug 4f0cf44e78 Merge branch 'unnestmothink' into fixgnu23 2025-07-27 18:15:31 +02:00
Alug 2417647110 Merge branch 'Saturn-Next' into fixgnu23 2025-07-27 18:15:04 +02:00
Alug 982cd7bde2 add mobj islocal field
so we can skip the pushable trigger stuff for local mobjs for synch reasons
very sketchy
2025-07-27 18:14:27 +02:00
Alug d6bd289fcf Merge branch 'Saturn-Next' into unnestmothink 2025-07-27 18:14:17 +02:00
Alug ba44e61733 Merge branch 'Saturn' into Saturn-Next 2025-07-27 15:09:58 +02:00
chromaticpipe 845652cbfe Make it a part of fullscreen cvar 2025-07-27 15:02:24 +02:00
chromaticpipe ceafa06efc Borderless window toggle 2025-07-27 15:01:47 +02:00
Alug e6f487474b register chasecam with the other cam vars
why dupe a loop
2025-07-27 14:53:31 +02:00
Alug d8461bb44f dont apply player camfade when exiting or in freecam mode
also renames it and moves the check outside
2025-07-27 14:53:07 +02:00
Alug e25d366728 add toggable player close to camera fade
similar to some other kartracers
only takes other players into account
2025-07-27 14:51:10 +02:00
Alug 2abf0b98ac dont do this in dedi
dont need to, its pointless and prob causes more issues than anything
2025-07-27 14:32:38 +02:00
Alug 0f087d13bb dont do this in dedi
dont need to, its pointless and prob causes more issues than anything
2025-07-27 14:18:41 +02:00
indev 2e914c61d1 Init displayplayers to {0} 2025-07-27 14:33:01 +03:00
indev 3f599d5a28 Fix smol typo :3 2025-07-27 14:03:35 +03:00
indev 6ef1f73d4d Init displayplayers to {0} 2025-07-27 13:54:27 +03:00
Alug 38b84baf9d Merge pull request #193 from chromaticpipe/borderlesswindowtoggle
Borderless window toggle
2025-07-26 21:42:50 +01:00
chromaticpipe fae50c0e19 Make it a part of fullscreen cvar 2025-07-26 15:18:03 -05:00
Alug 50f7e2084c seenames stuff is always unlikely 2025-07-26 21:29:25 +02:00
Alug 67cc5402cf move assignments after early returns ST_drawLevelTitle 2025-07-26 21:29:21 +02:00
Alug 2259d4f309 get rid of code dupe for fpscapping stuff 2025-07-26 21:29:16 +02:00
Alug f8d903e7d2 simplify this 2025-07-26 21:29:13 +02:00
Alug 805cde8ae8 D_CleanFile can be static 2025-07-26 21:29:09 +02:00
Alug b23906e327 update link in addon menu to "mb.srb2.org/addons"
:chonkbuncle:
2025-07-26 21:29:04 +02:00
Gustaf Alhäll 2052afdb66 Fix custom addon directory being ignored when downloading addons 2025-07-26 21:29:01 +02:00
chromaticpipe d9c7a40d4a Borderless window toggle 2025-07-26 11:58:55 -05:00
Alug e749346f0c fix console taking minutes to open during frameskipping
prob not the best way to handle this, but its the simplest
the console should always be openable without issues unless during wipes, since in some cases you end up having to kill the game to do anything
2025-07-24 20:47:31 +02:00
Alug 45629386bb update credits
this is super full and we need to think about something better for this X)
2025-07-24 19:03:06 +02:00
Alug ffec9d64d5 delet windoze users (winuser.h)
apparently this makes cross compile commit sudoku, need to test this on actual windoze and see if this breaks anything since idk how this file even works
thx nep for the tip!
2025-07-24 15:22:44 +01:00
Alug 3e9f17af86 raise version number to 8.3
so i dont forger before release lul
2025-07-24 17:18:57 +02:00
Alug 03ff2fc007 enable ZDEBUG by default
this is just quite useful honestly
2025-07-24 17:03:23 +02:00
Alug 4492c00840 move prints to ZDEBUG2
as it seems to be for this purpose
2025-07-24 17:03:18 +02:00
Alug e15319ac9b move this stuff behind ZDEBUG 2025-07-24 17:03:10 +02:00
Alug fa012aefe1 let Z_CheckHeap print file and line of where it occured
like its supposed to lel
2025-07-24 17:03:06 +02:00
Alug e681d2d24d remove itemamount check here
replicate vanilla
even if this becomes negative
this does not seem to crash, so id rather do whatever vanilla does
2025-07-24 16:41:28 +02:00
Alug 76e54762d8 add toggle for quake screenshake effects
TODO: make an accessability option menu for certain effects
2025-07-24 16:39:06 +02:00
GenericHeroGuy 3b7d517be2 bruh
Let's try that again, this time putting the camera in a local...
2025-07-24 16:38:55 +02:00
Alug f4da64e3fa remove prob pointless check
viewplayer will be the currently viewed displayplayer lel
2025-07-24 16:38:44 +02:00
GenericHeroGuy 384acf8e31 Fix fake floors in Donut Plains disappearing when chasecam is off
Also remove the useless R_PointInSubsector calls
2025-07-24 16:37:18 +02:00
indev a423451383 SF_HIRES is already handled via spritexscale and spriteyscale 2025-07-24 16:37:08 +02:00
indev 66cfceedaf If gamestate resend took too long, abort resynching 2025-07-24 16:36:26 +02:00
Alug fe9107fa9d fix the fov adjust check
lmao oops
2025-07-24 16:33:29 +02:00
chromaticpipe e4f2db54e7 Fix level interpolators jittering during objectplac 2025-07-24 16:33:01 +02:00
chromaticpipe 2f5fe01ae0 Truncate trailing zeroes in float CVars 2025-07-24 16:32:04 +02:00
chromaticpipe 1bb7bd0abc Fix help command for CV_FLOAT CVars 2025-07-24 16:31:57 +02:00
indev a84ec88bc3 dedi's do run got_mapcmd :p 2025-07-24 16:29:09 +02:00
Alug 4a2e78081a shut up curl im already long 2025-07-24 16:27:56 +02:00
Alug d09d2cb445 use memcmp during startup map check
prob not faster just looks a bit better tbh
2025-07-24 16:27:30 +02:00
Alug 1faa585e83 fix memoryleak in pk3 verify functions 2025-07-24 16:27:16 +02:00
Alug 7479c82691 some crap from ceepeepeecheck 2025-07-24 16:27:04 +02:00
Alug cfab2236da fix awayview join crash
player->awayviewmobj may not exist yet in some cases
2025-07-24 16:26:48 +02:00
Alug d2ee344b22 Fix underflow in consistancy checking code
https://git.srb2.org/Hanicef/SRB2Classic/-/commit/9f5686ef48956cd64ef92f737e59cbbaa27d8cf9
2025-07-24 16:25:57 +02:00
Alug b22737223e didnt mean to change this lel 2025-07-24 16:25:06 +02:00
Alug 578158c060 move HWR_GetTexturePalette calls
to after early returns/where they are used
2025-07-24 16:24:48 +02:00
Alug 8eda0f78f7 call HWR_LoadMapTextures in paletterender toggle callback
from srb2 pr
2025-07-24 16:24:45 +02:00
Alug 2c2c82dc1a add mo checks to automap stuff 2025-07-24 16:24:22 +02:00
Alug d8c9522ec9 add a bunch of checks for if G_BuildMapTitle returns NULL 2025-07-24 16:24:14 +02:00
Alug 492aef2165 no need for an else here 2025-07-24 16:23:50 +02:00
Alug fc0409e967 readd cubeapply check here 2025-07-24 16:23:32 +02:00
Alug 8a89b57e48 this memset is incorrect and does nothing 2025-07-24 16:22:45 +02:00
Alug 0f6b9ba181 remove this
prob wrong assumption, our netcode sucks massive ass
2025-07-24 16:22:23 +02:00
Alug 8f1b4004c9 fix compiler warning bout playeringame 2025-07-24 16:21:45 +02:00
Alug bee5250940 readd flexible array for softwarepatch columnofs
how did this ever work lel
2025-07-24 16:20:48 +02:00
Alug c61a2e6ba2 fix https://github.com/Indev450/SRB2Kart-Saturn/issues/191
was an oversight when i cleaned up the gamepad stuff a bit
2025-07-24 16:16:04 +02:00
Alug d293bb9672 fix https://github.com/Indev450/SRB2Kart-Saturn/issues/190
doing it like this, so potentially wonky socked maps dont show up if its disabled
2025-07-24 16:15:57 +02:00
Alug efc4a513ce Merge branch 'Saturn-Next' into fixgnu23 2025-07-20 17:02:31 +02:00
Alug b13793b2a4 Merge branch 'Saturn-Next' into unnestmothink 2025-07-20 17:00:53 +02:00
Alug 68cb96ab97 💀 fix menu screentex toggle lel
thx neppy!
2025-07-15 15:30:34 +02:00
Alug 83bb908ff0 Merge remote-tracking branch 'origin/Saturn-Next' into unnestmothink 2025-06-19 15:56:32 +02:00
Alug 515c18c855 Merge remote-tracking branch 'origin/Saturn-Next' into fixgnu23 2025-06-19 15:55:58 +02:00
Alug 58de672915 add comment 2025-05-29 15:31:32 +02:00
Alug 16b5037486 dont use stdbool´s bool type
this badly breaks everything
apparently the code assumes boolean to be an interger type or some shit
2025-05-29 12:41:45 +01:00
Alug bcec8b98f7 make the game c23 compatible properly
+ some cleanup and removal of some redundant checks
2025-05-28 18:25:07 +02:00
Alug fa3dcdb24f massive cleanup p_mobj 2025-05-23 16:31:17 +02:00
Alug 311258dda0 more unnesting for mobj think stuff 2025-05-23 16:24:50 +02:00
Alug a0f8816de7 readd itembox fuse think that was lost somehow lmao 2025-05-23 16:22:03 +02:00
Alug c546b6225c move this since it does check for fuse 2025-05-23 16:21:48 +02:00
Alug f6c6621af8 unnest and cleanup P_MobjThinker
everything was moved into seperate functions lel
2025-05-23 16:21:27 +02:00
47 changed files with 10610 additions and 6707 deletions

No files matched your search

+1
View File
@@ -324,6 +324,7 @@ static void AM_initVariables(void)
m_x = (plr->mo->x >> FRACTOMAPBITS) - m_w/2;
m_y = (plr->mo->y >> FRACTOMAPBITS) - m_h/2;
}
AM_changeWindowLoc();
// for saving & restoring
+708 -840
View File
File diff suppressed because it is too large. Load diff
+3 -2
View File
@@ -42,8 +42,8 @@ applications may follow different packet versions.
#define VANILLA_GT_MATCH 3
// Networking and tick handling related.
#define BACKUPTICS 512 // more than enough for most timeouts....
#define CLIENTBACKUPTICS 32
#define BACKUPTICS 32
#define TICQUEUE 512 // more than enough for most timeouts....
#define MAXTEXTCMD 256
// No. of tics your controls can be delayed by.
@@ -533,6 +533,7 @@ extern UINT32 serverlistultimatecount;
extern INT32 mapchangepending;
// Points inside doomcom
extern doomdata_t *netbuffer;
extern consvar_t cv_stunserver;
extern consvar_t cv_httpsource;
extern consvar_t cv_kicktime;
+1 -2
View File
@@ -898,14 +898,13 @@ void D_SRB2Loop(void)
rendertimefrac_unpaused = FRACUNIT;
}
if (interp || doDisplay)
{
if (!frameskip)
{
ranwipe = D_Display();
}
else if (frameskip)
else if (!dedicated)
{
// always update console and hud
// otherwise it may take minutes to open it
+29 -34
View File
@@ -48,6 +48,12 @@ tic_t connectiontimeout = (10*TICRATE);
/// \brief network packet
doomcom_t *doomcom = NULL;
/// \brief network packet data, points inside doomcom
doomdata_t *netbuffer = NULL;
/// \brief hole punching packet, also points inside doomcom
#ifdef HOLEPUNCH
holepunch_t *holepunchpacket = NULL;
#endif
#ifdef DEBUGFILE
FILE *debugfile = NULL; // put some net info in a file during the game
@@ -203,9 +209,13 @@ static node_t nodes[MAXNETNODES];
// 0 if a = n (mod 256)
// >0 if a > b (mod 256)
// mnemonic: to use it compare to 0: cmpack(a,b)<0 is "a < b" ...
FUNCMATH static inline INT32 cmpack(UINT8 a, UINT8 b)
FUNCMATH static INT32 cmpack(UINT8 a, UINT8 b)
{
return (SINT8)(a - b);
register INT32 d = a - b;
if (d >= 127 || d < -128)
return -d;
return d;
}
/** Sets freeack to a free acknum and copies the netbuffer in the ackpak table
@@ -219,8 +229,6 @@ static boolean GetFreeAcknum(UINT8 *freeack)
node_t *node = &nodes[doomcom->remotenode];
INT32 i, numfreeslot = 0;
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
if (cmpack((UINT8)((node->remotefirstack + MAXACKTOSEND) % 256), node->nextacknum) < 0)
{
DEBFILE(va("too fast %d %d\n",node->remotefirstack,node->nextacknum));
@@ -290,7 +298,6 @@ static boolean Processackpak(void)
INT32 i;
boolean goodpacket = true;
node_t *node = &nodes[doomcom->remotenode];
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
// Received an ack return, so remove the ack in the list
if (netbuffer->ackreturn && cmpack(node->remotefirstack, netbuffer->ackreturn) < 0)
@@ -300,7 +307,7 @@ static boolean Processackpak(void)
// Search the ackbuffer and free it
for (i = 0; i < MAXACKPACKETS; i++)
{
if (ackpak[i].acknum && ackpak[i].destinationnode == doomcom->remotenode
if (ackpak[i].acknum && ackpak[i].destinationnode == node - nodes
&& cmpack(ackpak[i].acknum, netbuffer->ackreturn) <= 0)
{
RemoveAck(i);
@@ -416,7 +423,6 @@ void Net_SendAcks(INT32 node)
#ifdef NONET
(void)node;
#else
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
netbuffer->packettype = PT_NOTHING;
M_Memcpy(netbuffer->u.textcmd, nodes[node].acktosend, MAXACKTOSEND);
HSendPacket(node, false, 0, MAXACKTOSEND);
@@ -428,8 +434,6 @@ static void GotAcks(void)
{
INT32 i, j;
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
for (j = 0; j < MAXACKTOSEND; j++)
{
if (netbuffer->u.textcmd[j])
@@ -483,8 +487,6 @@ void Net_AckTicker(void)
#ifndef NONET
INT32 i;
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
for (i = 0; i < MAXACKPACKETS; i++)
{
const INT32 nodei = ackpak[i].destinationnode;
@@ -540,7 +542,6 @@ void Net_UnAcknowledgePacket(INT32 node)
#ifdef NONET
(void)node;
#else
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
INT32 hm1 = (nodes[node].acktosend_head-1+MAXACKTOSEND) % MAXACKTOSEND;
DEBFILE(va("UnAcknowledge node %d\n", node));
@@ -735,7 +736,6 @@ void Net_CloseConnection(INT32 node)
//
static UINT32 NetbufferChecksum(void)
{
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
UINT32 c = 0x1234567;
const INT32 l = doomcom->datalength - 4;
const UINT8 *buf = (UINT8 *)netbuffer + 4;
@@ -852,8 +852,6 @@ const char *Net_GetPacketName(UINT8 packettype)
static void DebugPrintpacket(const char *header)
{
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
fprintf(debugfile, "%-12s (node %d,ack %d,ackret %d,size %d) type(%d) : %s\n",
header, doomcom->remotenode, netbuffer->ack, netbuffer->ackreturn, doomcom->datalength,
netbuffer->packettype, Net_GetPacketName(netbuffer->packettype));
@@ -1023,7 +1021,6 @@ void Command_Droprate(void)
#ifndef NONET
static boolean ShouldDropPacket(void)
{
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
return (packetdropquantity[netbuffer->packettype])
|| (packetdroprate != 0 && rand() < (((double)RAND_MAX) * (packetdroprate / 100.f))) || packetdroprate == 100;
}
@@ -1035,7 +1032,6 @@ static boolean ShouldDropPacket(void)
//
boolean HSendPacket(INT32 node, boolean reliable, UINT8 acknum, size_t packetlength)
{
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
doomcom->datalength = (INT16)(packetlength + BASEPACKETSIZE);
if (node == 0) // Packet is to go back to us
@@ -1136,7 +1132,7 @@ boolean HSendPacket(INT32 node, boolean reliable, UINT8 acknum, size_t packetlen
//
boolean HGetPacket(void)
{
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
//boolean nodejustjoined;
// Get a packet from self
if (rebound_tail != rebound_head)
@@ -1224,18 +1220,6 @@ static void Internal_FreeNodenum(INT32 nodenum)
(void)nodenum;
}
static char *I_NetSplitAddress(char *host, char **port)
{
boolean v4 = (host[0] != '[');
host = strtok(host, v4 ? ":" : "[]");
if (port)
*port = strtok(NULL, ":");
return host;
}
SINT8 I_NetMakeNode(const char *hostname)
{
SINT8 newnode = -1;
@@ -1243,14 +1227,20 @@ SINT8 I_NetMakeNode(const char *hostname)
if (I_NetMakeNodewPort)
{
char *localhostname = strdup(hostname);
char *port;
char *t = localhostname;
const char *port;
if (!localhostname)
return newnode;
// retrieve portnum from address!
hostname = I_NetSplitAddress(localhostname, &port);
strtok(localhostname, ":");
port = strtok(NULL, ":");
newnode = I_NetMakeNodewPort(hostname, port);
// remove the port in the hostname as we've it already
while ((*t != ':') && (*t != '\0'))
t++;
*t = '\0';
newnode = I_NetMakeNodewPort(localhostname, port);
free(localhostname);
}
return newnode;
@@ -1342,6 +1332,11 @@ boolean D_CheckNetGame(void)
if (doomcom->numnodes > MAXNETNODES)
I_Error("Too many nodes (%d), max:%d", doomcom->numnodes, MAXNETNODES);
netbuffer = (doomdata_t *)(void *)&doomcom->data;
#ifdef HOLEPUNCH
holepunchpacket = (holepunch_t *)(void *)&doomcom->data;
#endif
#ifdef DEBUGFILE
if (M_CheckParm("-debugfile"))
{
+6 -2
View File
@@ -2110,14 +2110,18 @@ INT32 D_LookupPlayer(const char *s)
static INT32 FindPlayerByPlace(INT32 place)
{
INT32 playernum;
for (playernum = 0; playernum < MAXPLAYERS; ++playernum)
if (playeringame[playernum])
{
if (!playeringame[playernum])
continue;
if (players[playernum].kartstuff[k_position] == place)
{
return playernum;
}
}
return -1;
}
@@ -5674,7 +5678,7 @@ static void Command_Archivetest_f(void)
// assign mobjnum
i = 1;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
if (th->function == (actionf_p1)P_MobjThinker)
((mobj_t *)th)->mobjnum = i++;
// allocate buffer
-6
View File
@@ -142,7 +142,6 @@ UINT8 *PutFileNeeded(UINT16 firstfile)
{
size_t i;
UINT8 count = 0;
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
UINT8 *p_start = netbuffer->packettype == PT_MOREFILESNEEDED ? netbuffer->u.filesneededcfg.files : netbuffer->u.serverinfo.fileneeded;
UINT8 *p = p_start;
char wadfilename[MAX_WADPATH] = "";
@@ -324,7 +323,6 @@ boolean CL_SendRequestFile(void)
#ifdef MORELEGACYDOWNLOADER
boolean firstloop = true;
#endif
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
#ifdef PARANOIA
if (M_CheckParm("-nodownload"))
@@ -453,11 +451,9 @@ tryagain:
// returns false if a requested file was not found or cannot be sent
boolean Got_RequestFilePak(INT32 node)
{
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
char wad[MAX_WADPATH+1];
UINT8 *p = netbuffer->u.textcmd;
UINT8 id;
while (p < netbuffer->u.textcmd + MAXTEXTCMD) // Don't allow hacked client to overflow
{
id = READUINT8(p);
@@ -821,7 +817,6 @@ void SV_FileSendTicker(void)
size_t size;
filetx_t *f;
INT32 packetsent, ram, i, j;
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
if (!filestosend) // No file to send
return;
@@ -950,7 +945,6 @@ void SV_FileSendTicker(void)
void Got_Filetxpak(void)
{
doomdata_t *netbuffer = DOOMCOM_DATA(doomcom);
INT32 filenum = netbuffer->u.filetxpak.fileid;
fileneeded_t *file = &fileneeded[filenum];
char *filename = file->filename;
+1 -8
View File
@@ -28,18 +28,11 @@
// To compile this as "ANSI C with classes" we will need to handle the various
// action functions cleanly.
//
typedef void (*actionf_v)();
typedef void (*actionf_p1)(void *);
typedef union
{
actionf_v acv;
actionf_p1 acp1;
} actionf_t;
// Historically, "think_t" is yet another function pointer to a routine
// to handle an actor.
typedef actionf_t think_t;
typedef actionf_p1 think_t;
// Doubly linked list of actors.
typedef struct thinker_s
+5
View File
@@ -152,3 +152,8 @@ boolean I_UseNativeKeyboard(void)
{
return false;
}
void I_SetBorderlessWindow(void)
{
}
+218 -217
View File
@@ -1416,211 +1416,212 @@ static void readhuditem(MYFILE *f, INT32 num)
// DO NOT FORGET TO SYNC THIS LIST WITH THE ACTIONNUM ENUM IN INFO.H
actionpointer_t actionpointers[] =
{
{{A_Explode}, "A_EXPLODE"},
{{A_Pain}, "A_PAIN"},
{{A_Fall}, "A_FALL"},
{{A_MonitorPop}, "A_MONITORPOP"},
{{A_Look}, "A_LOOK"},
{{A_Chase}, "A_CHASE"},
{{A_FaceStabChase}, "A_FACESTABCHASE"},
{{A_FaceTarget}, "A_FACETARGET"},
{{A_FaceTracer}, "A_FACETRACER"},
{{A_Scream}, "A_SCREAM"},
{{A_BossDeath}, "A_BOSSDEATH"},
{{A_CustomPower}, "A_CUSTOMPOWER"},
{{A_GiveWeapon}, "A_GIVEWEAPON"},
{{A_RingShield}, "A_RINGSHIELD"},
{{A_RingBox}, "A_RINGBOX"},
{{A_Invincibility}, "A_INVINCIBILITY"},
{{A_SuperSneakers}, "A_SUPERSNEAKERS"},
{{A_BunnyHop}, "A_BUNNYHOP"},
{{A_BubbleSpawn}, "A_BUBBLESPAWN"},
{{A_FanBubbleSpawn}, "A_FANBUBBLESPAWN"},
{{A_BubbleRise}, "A_BUBBLERISE"},
{{A_BubbleCheck}, "A_BUBBLECHECK"},
{{A_AwardScore}, "A_AWARDSCORE"},
{{A_ExtraLife}, "A_EXTRALIFE"},
{{A_BombShield}, "A_BOMBSHIELD"},
{{A_JumpShield}, "A_JUMPSHIELD"},
{{A_WaterShield}, "A_WATERSHIELD"},
{{A_ForceShield}, "A_FORCESHIELD"},
{{A_PityShield}, "A_PITYSHIELD"},
{{A_GravityBox}, "A_GRAVITYBOX"},
{{A_ScoreRise}, "A_SCORERISE"},
{{A_ParticleSpawn}, "A_PARTICLESPAWN"},
{{A_AttractChase}, "A_ATTRACTCHASE"},
{{A_DropMine}, "A_DROPMINE"},
{{A_FishJump}, "A_FISHJUMP"},
{{A_ThrownRing}, "A_THROWNRING"},
{{A_GrenadeRing}, "A_GRENADERING"}, // SRB2kart
{{A_SetSolidSteam}, "A_SETSOLIDSTEAM"},
{{A_UnsetSolidSteam}, "A_UNSETSOLIDSTEAM"},
{{A_SignPlayer}, "A_SIGNPLAYER"},
{{A_OverlayThink}, "A_OVERLAYTHINK"},
{{A_JetChase}, "A_JETCHASE"},
{{A_JetbThink}, "A_JETBTHINK"},
{{A_JetgThink}, "A_JETGTHINK"},
{{A_JetgShoot}, "A_JETGSHOOT"},
{{A_ShootBullet}, "A_SHOOTBULLET"},
{{A_MinusDigging}, "A_MINUSDIGGING"},
{{A_MinusPopup}, "A_MINUSPOPUP"},
{{A_MinusCheck}, "A_MINUSCHECK"},
{{A_ChickenCheck}, "A_CHICKENCHECK"},
{{A_MouseThink}, "A_MOUSETHINK"},
{{A_DetonChase}, "A_DETONCHASE"},
{{A_CapeChase}, "A_CAPECHASE"},
{{A_RotateSpikeBall}, "A_ROTATESPIKEBALL"},
{{A_SlingAppear}, "A_SLINGAPPEAR"},
{{A_MaceRotate}, "A_MACEROTATE"},
{{A_UnidusBall}, "A_UNIDUSBALL"},
{{A_RockSpawn}, "A_ROCKSPAWN"},
{{A_SetFuse}, "A_SETFUSE"},
{{A_CrawlaCommanderThink}, "A_CRAWLACOMMANDERTHINK"},
{{A_SmokeTrailer}, "A_SMOKETRAILER"},
{{A_RingExplode}, "A_RINGEXPLODE"},
{{A_OldRingExplode}, "A_OLDRINGEXPLODE"},
{{A_MixUp}, "A_MIXUP"},
{{A_RecyclePowers}, "A_RECYCLEPOWERS"},
{{A_Boss1Chase}, "A_BOSS1CHASE"},
{{A_FocusTarget}, "A_FOCUSTARGET"},
{{A_Boss2Chase}, "A_BOSS2CHASE"},
{{A_Boss2Pogo}, "A_BOSS2POGO"},
{{A_BossZoom}, "A_BOSSZOOM"},
{{A_BossScream}, "A_BOSSSCREAM"},
{{A_Boss2TakeDamage}, "A_BOSS2TAKEDAMAGE"},
{{A_Boss7Chase}, "A_BOSS7CHASE"},
{{A_GoopSplat}, "A_GOOPSPLAT"},
{{A_Boss2PogoSFX}, "A_BOSS2POGOSFX"},
{{A_Boss2PogoTarget}, "A_BOSS2POGOTARGET"},
{{A_BossJetFume}, "A_BOSSJETFUME"},
{{A_EggmanBox}, "A_EGGMANBOX"},
{{A_TurretFire}, "A_TURRETFIRE"},
{{A_SuperTurretFire}, "A_SUPERTURRETFIRE"},
{{A_TurretStop}, "A_TURRETSTOP"},
{{A_JetJawRoam}, "A_JETJAWROAM"},
{{A_JetJawChomp}, "A_JETJAWCHOMP"},
{{A_PointyThink}, "A_POINTYTHINK"},
{{A_CheckBuddy}, "A_CHECKBUDDY"},
{{A_HoodThink}, "A_HOODTHINK"},
{{A_ArrowCheck}, "A_ARROWCHECK"},
{{A_SnailerThink}, "A_SNAILERTHINK"},
{{A_SharpChase}, "A_SHARPCHASE"},
{{A_SharpSpin}, "A_SHARPSPIN"},
{{A_VultureVtol}, "A_VULTUREVTOL"},
{{A_VultureCheck}, "A_VULTURECHECK"},
{{A_SkimChase}, "A_SKIMCHASE"},
{{A_1upThinker}, "A_1UPTHINKER"},
{{A_SkullAttack}, "A_SKULLATTACK"},
{{A_LobShot}, "A_LOBSHOT"},
{{A_FireShot}, "A_FIRESHOT"},
{{A_SuperFireShot}, "A_SUPERFIRESHOT"},
{{A_BossFireShot}, "A_BOSSFIRESHOT"},
{{A_Boss7FireMissiles}, "A_BOSS7FIREMISSILES"},
{{A_Boss1Laser}, "A_BOSS1LASER"},
{{A_Boss4Reverse}, "A_BOSS4REVERSE"},
{{A_Boss4SpeedUp}, "A_BOSS4SPEEDUP"},
{{A_Boss4Raise}, "A_BOSS4RAISE"},
{{A_SparkFollow}, "A_SPARKFOLLOW"},
{{A_BuzzFly}, "A_BUZZFLY"},
{{A_GuardChase}, "A_GUARDCHASE"},
{{A_EggShield}, "A_EGGSHIELD"},
{{A_SetReactionTime}, "A_SETREACTIONTIME"},
{{A_Boss1Spikeballs}, "A_BOSS1SPIKEBALLS"},
{{A_Boss3TakeDamage}, "A_BOSS3TAKEDAMAGE"},
{{A_Boss3Path}, "A_BOSS3PATH"},
{{A_LinedefExecute}, "A_LINEDEFEXECUTE"},
{{A_PlaySeeSound}, "A_PLAYSEESOUND"},
{{A_PlayAttackSound}, "A_PLAYATTACKSOUND"},
{{A_PlayActiveSound}, "A_PLAYACTIVESOUND"},
{{A_SpawnObjectAbsolute}, "A_SPAWNOBJECTABSOLUTE"},
{{A_SpawnObjectRelative}, "A_SPAWNOBJECTRELATIVE"},
{{A_ChangeAngleRelative}, "A_CHANGEANGLERELATIVE"},
{{A_ChangeAngleAbsolute}, "A_CHANGEANGLEABSOLUTE"},
{{A_PlaySound}, "A_PLAYSOUND"},
{{A_FindTarget}, "A_FINDTARGET"},
{{A_FindTracer}, "A_FINDTRACER"},
{{A_SetTics}, "A_SETTICS"},
{{A_SetRandomTics}, "A_SETRANDOMTICS"},
{{A_ChangeColorRelative}, "A_CHANGECOLORRELATIVE"},
{{A_ChangeColorAbsolute}, "A_CHANGECOLORABSOLUTE"},
{{A_MoveRelative}, "A_MOVERELATIVE"},
{{A_MoveAbsolute}, "A_MOVEABSOLUTE"},
{{A_Thrust}, "A_THRUST"},
{{A_ZThrust}, "A_ZTHRUST"},
{{A_SetTargetsTarget}, "A_SETTARGETSTARGET"},
{{A_SetObjectFlags}, "A_SETOBJECTFLAGS"},
{{A_SetObjectFlags2}, "A_SETOBJECTFLAGS2"},
{{A_RandomState}, "A_RANDOMSTATE"},
{{A_RandomStateRange}, "A_RANDOMSTATERANGE"},
{{A_DualAction}, "A_DUALACTION"},
{{A_RemoteAction}, "A_REMOTEACTION"},
{{A_ToggleFlameJet}, "A_TOGGLEFLAMEJET"},
{{A_ItemPop}, "A_ITEMPOP"}, // SRB2kart
{{A_JawzChase}, "A_JAWZCHASE"}, // SRB2kart
{{A_JawzExplode}, "A_JAWZEXPLODE"}, // SRB2kart
{{A_SPBChase}, "A_SPBCHASE"}, // SRB2kart
{{A_MineExplode}, "A_MINEEXPLODE"}, // SRB2kart
{{A_BallhogExplode}, "A_BALLHOGEXPLODE"}, // SRB2kart
{{A_LightningFollowPlayer},"A_LIGHTNINGFOLLOWPLAYER"}, //SRB2kart
{{A_FZBoomFlash}, "A_FZBOOMFLASH"}, //SRB2kart
{{A_FZBoomSmoke}, "A_FZBOOMSMOKE"}, //SRB2kart
{{A_RandomShadowFrame}, "A_RANDOMSHADOWFRAME"}, //SRB2kart
{{A_RoamingShadowThinker}, "A_ROAMINGSHADOWTHINKER"}, //SRB2kart
{{A_MayonakaArrow}, "A_MAYONAKAARROW"}, //SRB2kart
{{A_ReaperThinker}, "A_REAPERTHINKER"}, //SRB2kart
{{A_MementosTPParticles}, "A_MEMENTOSTPPARTICLES"}, //SRB2kart
{{A_FlameParticle}, "A_FLAMEPARTICLE"}, // SRB2kart
{{A_OrbitNights}, "A_ORBITNIGHTS"},
{{A_GhostMe}, "A_GHOSTME"},
{{A_SetObjectState}, "A_SETOBJECTSTATE"},
{{A_SetObjectTypeState}, "A_SETOBJECTTYPESTATE"},
{{A_KnockBack}, "A_KNOCKBACK"},
{{A_PushAway}, "A_PUSHAWAY"},
{{A_RingDrain}, "A_RINGDRAIN"},
{{A_SplitShot}, "A_SPLITSHOT"},
{{A_MissileSplit}, "A_MISSILESPLIT"},
{{A_MultiShot}, "A_MULTISHOT"},
{{A_InstaLoop}, "A_INSTALOOP"},
{{A_Custom3DRotate}, "A_CUSTOM3DROTATE"},
{{A_SearchForPlayers}, "A_SEARCHFORPLAYERS"},
{{A_CheckRandom}, "A_CHECKRANDOM"},
{{A_CheckTargetRings}, "A_CHECKTARGETRINGS"},
{{A_CheckRings}, "A_CHECKRINGS"},
{{A_CheckTotalRings}, "A_CHECKTOTALRINGS"},
{{A_CheckHealth}, "A_CHECKHEALTH"},
{{A_CheckRange}, "A_CHECKRANGE"},
{{A_CheckHeight}, "A_CHECKHEIGHT"},
{{A_CheckTrueRange}, "A_CHECKTRUERANGE"},
{{A_CheckThingCount}, "A_CHECKTHINGCOUNT"},
{{A_CheckAmbush}, "A_CHECKAMBUSH"},
{{A_CheckCustomValue}, "A_CHECKCUSTOMVALUE"},
{{A_CheckCusValMemo}, "A_CHECKCUSVALMEMO"},
{{A_SetCustomValue}, "A_SETCUSTOMVALUE"},
{{A_UseCusValMemo}, "A_USECUSVALMEMO"},
{{A_RelayCustomValue}, "A_RELAYCUSTOMVALUE"},
{{A_CusValAction}, "A_CUSVALACTION"},
{{A_ForceStop}, "A_FORCESTOP"},
{{A_ForceWin}, "A_FORCEWIN"},
{{A_SpikeRetract}, "A_SPIKERETRACT"},
{{A_InfoState}, "A_INFOSTATE"},
{{A_Repeat}, "A_REPEAT"},
{{A_SetScale}, "A_SETSCALE"},
{{A_RemoteDamage}, "A_REMOTEDAMAGE"},
{{A_HomingChase}, "A_HOMINGCHASE"},
{{A_TrapShot}, "A_TRAPSHOT"},
{{A_VileTarget}, "A_VILETARGET"},
{{A_VileAttack}, "A_VILEATTACK"},
{{A_VileFire}, "A_VILEFIRE"},
{{A_BrakChase}, "A_BRAKCHASE"},
{{A_BrakFireShot}, "A_BRAKFIRESHOT"},
{{A_BrakLobShot}, "A_BRAKLOBSHOT"},
{{A_NapalmScatter}, "A_NAPALMSCATTER"},
{{A_SpawnFreshCopy}, "A_SPAWNFRESHCOPY"},
{A_Explode, "A_EXPLODE"},
{A_Pain, "A_PAIN"},
{A_Fall, "A_FALL"},
{A_MonitorPop, "A_MONITORPOP"},
{A_Look, "A_LOOK"},
{A_Chase, "A_CHASE"},
{A_FaceStabChase, "A_FACESTABCHASE"},
{A_FaceTarget, "A_FACETARGET"},
{A_FaceTracer, "A_FACETRACER"},
{A_Scream, "A_SCREAM"},
{A_BossDeath, "A_BOSSDEATH"},
{A_CustomPower, "A_CUSTOMPOWER"},
{A_GiveWeapon, "A_GIVEWEAPON"},
{A_RingShield, "A_RINGSHIELD"},
{A_RingBox, "A_RINGBOX"},
{A_Invincibility, "A_INVINCIBILITY"},
{A_SuperSneakers, "A_SUPERSNEAKERS"},
{A_BunnyHop, "A_BUNNYHOP"},
{A_BubbleSpawn, "A_BUBBLESPAWN"},
{A_FanBubbleSpawn, "A_FANBUBBLESPAWN"},
{A_BubbleRise, "A_BUBBLERISE"},
{A_BubbleCheck, "A_BUBBLECHECK"},
{A_AwardScore, "A_AWARDSCORE"},
{A_ExtraLife, "A_EXTRALIFE"},
{A_BombShield, "A_BOMBSHIELD"},
{A_JumpShield, "A_JUMPSHIELD"},
{A_WaterShield, "A_WATERSHIELD"},
{A_ForceShield, "A_FORCESHIELD"},
{A_PityShield, "A_PITYSHIELD"},
{A_GravityBox, "A_GRAVITYBOX"},
{A_ScoreRise, "A_SCORERISE"},
{A_ParticleSpawn, "A_PARTICLESPAWN"},
{A_AttractChase, "A_ATTRACTCHASE"},
{A_DropMine, "A_DROPMINE"},
{A_FishJump, "A_FISHJUMP"},
{A_ThrownRing, "A_THROWNRING"},
{A_GrenadeRing, "A_GRENADERING"}, // SRB2kart
{A_SetSolidSteam, "A_SETSOLIDSTEAM"},
{A_UnsetSolidSteam, "A_UNSETSOLIDSTEAM"},
{A_SignPlayer, "A_SIGNPLAYER"},
{A_OverlayThink, "A_OVERLAYTHINK"},
{A_JetChase, "A_JETCHASE"},
{A_JetbThink, "A_JETBTHINK"},
{A_JetgThink, "A_JETGTHINK"},
{A_JetgShoot, "A_JETGSHOOT"},
{A_ShootBullet, "A_SHOOTBULLET"},
{A_MinusDigging, "A_MINUSDIGGING"},
{A_MinusPopup, "A_MINUSPOPUP"},
{A_MinusCheck, "A_MINUSCHECK"},
{A_ChickenCheck, "A_CHICKENCHECK"},
{A_MouseThink, "A_MOUSETHINK"},
{A_DetonChase, "A_DETONCHASE"},
{A_CapeChase, "A_CAPECHASE"},
{A_RotateSpikeBall, "A_ROTATESPIKEBALL"},
{A_SlingAppear, "A_SLINGAPPEAR"},
{A_MaceRotate, "A_MACEROTATE"},
{A_UnidusBall, "A_UNIDUSBALL"},
{A_RockSpawn, "A_ROCKSPAWN"},
{A_SetFuse, "A_SETFUSE"},
{A_CrawlaCommanderThink, "A_CRAWLACOMMANDERTHINK"},
{A_SmokeTrailer, "A_SMOKETRAILER"},
{A_RingExplode, "A_RINGEXPLODE"},
{A_OldRingExplode, "A_OLDRINGEXPLODE"},
{A_MixUp, "A_MIXUP"},
{A_RecyclePowers, "A_RECYCLEPOWERS"},
{A_Boss1Chase, "A_BOSS1CHASE"},
{A_FocusTarget, "A_FOCUSTARGET"},
{A_Boss2Chase, "A_BOSS2CHASE"},
{A_Boss2Pogo, "A_BOSS2POGO"},
{A_BossZoom, "A_BOSSZOOM"},
{A_BossScream, "A_BOSSSCREAM"},
{A_Boss2TakeDamage, "A_BOSS2TAKEDAMAGE"},
{A_Boss7Chase, "A_BOSS7CHASE"},
{A_GoopSplat, "A_GOOPSPLAT"},
{A_Boss2PogoSFX, "A_BOSS2POGOSFX"},
{A_Boss2PogoTarget, "A_BOSS2POGOTARGET"},
{A_BossJetFume, "A_BOSSJETFUME"},
{A_EggmanBox, "A_EGGMANBOX"},
{A_TurretFire, "A_TURRETFIRE"},
{A_SuperTurretFire, "A_SUPERTURRETFIRE"},
{A_TurretStop, "A_TURRETSTOP"},
{A_JetJawRoam, "A_JETJAWROAM"},
{A_JetJawChomp, "A_JETJAWCHOMP"},
{A_PointyThink, "A_POINTYTHINK"},
{A_CheckBuddy, "A_CHECKBUDDY"},
{A_HoodThink, "A_HOODTHINK"},
{A_ArrowCheck, "A_ARROWCHECK"},
{A_SnailerThink, "A_SNAILERTHINK"},
{A_SharpChase, "A_SHARPCHASE"},
{A_SharpSpin, "A_SHARPSPIN"},
{A_VultureVtol, "A_VULTUREVTOL"},
{A_VultureCheck, "A_VULTURECHECK"},
{A_SkimChase, "A_SKIMCHASE"},
{A_1upThinker, "A_1UPTHINKER"},
{A_SkullAttack, "A_SKULLATTACK"},
{A_LobShot, "A_LOBSHOT"},
{A_FireShot, "A_FIRESHOT"},
{A_SuperFireShot, "A_SUPERFIRESHOT"},
{A_BossFireShot, "A_BOSSFIRESHOT"},
{A_Boss7FireMissiles, "A_BOSS7FIREMISSILES"},
{A_Boss1Laser, "A_BOSS1LASER"},
{A_Boss4Reverse, "A_BOSS4REVERSE"},
{A_Boss4SpeedUp, "A_BOSS4SPEEDUP"},
{A_Boss4Raise, "A_BOSS4RAISE"},
{A_SparkFollow, "A_SPARKFOLLOW"},
{A_BuzzFly, "A_BUZZFLY"},
{A_GuardChase, "A_GUARDCHASE"},
{A_EggShield, "A_EGGSHIELD"},
{A_SetReactionTime, "A_SETREACTIONTIME"},
{A_Boss1Spikeballs, "A_BOSS1SPIKEBALLS"},
{A_Boss3TakeDamage, "A_BOSS3TAKEDAMAGE"},
{A_Boss3Path, "A_BOSS3PATH"},
{A_LinedefExecute, "A_LINEDEFEXECUTE"},
{A_PlaySeeSound, "A_PLAYSEESOUND"},
{A_PlayAttackSound, "A_PLAYATTACKSOUND"},
{A_PlayActiveSound, "A_PLAYACTIVESOUND"},
{A_SpawnObjectAbsolute, "A_SPAWNOBJECTABSOLUTE"},
{A_SpawnObjectRelative, "A_SPAWNOBJECTRELATIVE"},
{A_ChangeAngleRelative, "A_CHANGEANGLERELATIVE"},
{A_ChangeAngleAbsolute, "A_CHANGEANGLEABSOLUTE"},
{A_PlaySound, "A_PLAYSOUND"},
{A_FindTarget, "A_FINDTARGET"},
{A_FindTracer, "A_FINDTRACER"},
{A_SetTics, "A_SETTICS"},
{A_SetRandomTics, "A_SETRANDOMTICS"},
{A_ChangeColorRelative, "A_CHANGECOLORRELATIVE"},
{A_ChangeColorAbsolute, "A_CHANGECOLORABSOLUTE"},
{A_MoveRelative, "A_MOVERELATIVE"},
{A_MoveAbsolute, "A_MOVEABSOLUTE"},
{A_Thrust, "A_THRUST"},
{A_ZThrust, "A_ZTHRUST"},
{A_SetTargetsTarget, "A_SETTARGETSTARGET"},
{A_SetObjectFlags, "A_SETOBJECTFLAGS"},
{A_SetObjectFlags2, "A_SETOBJECTFLAGS2"},
{A_RandomState, "A_RANDOMSTATE"},
{A_RandomStateRange, "A_RANDOMSTATERANGE"},
{A_DualAction, "A_DUALACTION"},
{A_RemoteAction, "A_REMOTEACTION"},
{A_ToggleFlameJet, "A_TOGGLEFLAMEJET"},
{A_ItemPop, "A_ITEMPOP"}, // SRB2kart
{A_JawzChase, "A_JAWZCHASE"}, // SRB2kart
{A_JawzExplode, "A_JAWZEXPLODE"}, // SRB2kart
{A_SPBChase, "A_SPBCHASE"}, // SRB2kart
{A_MineExplode, "A_MINEEXPLODE"}, // SRB2kart
{A_BallhogExplode, "A_BALLHOGEXPLODE"}, // SRB2kart
{A_LightningFollowPlayer,"A_LIGHTNINGFOLLOWPLAYER"}, //SRB2kart
{A_FZBoomFlash, "A_FZBOOMFLASH"}, //SRB2kart
{A_FZBoomSmoke, "A_FZBOOMSMOKE"}, //SRB2kart
{A_RandomShadowFrame, "A_RANDOMSHADOWFRAME"}, //SRB2kart
{A_RoamingShadowThinker, "A_ROAMINGSHADOWTHINKER"}, //SRB2kart
{A_MayonakaArrow, "A_MAYONAKAARROW"}, //SRB2kart
{A_ReaperThinker, "A_REAPERTHINKER"}, //SRB2kart
{A_MementosTPParticles, "A_MEMENTOSTPPARTICLES"}, //SRB2kart
{A_FlameParticle, "A_FLAMEPARTICLE"}, // SRB2kart
{A_OrbitNights, "A_ORBITNIGHTS"},
{A_GhostMe, "A_GHOSTME"},
{A_SetObjectState, "A_SETOBJECTSTATE"},
{A_SetObjectTypeState, "A_SETOBJECTTYPESTATE"},
{A_KnockBack, "A_KNOCKBACK"},
{A_PushAway, "A_PUSHAWAY"},
{A_RingDrain, "A_RINGDRAIN"},
{A_SplitShot, "A_SPLITSHOT"},
{A_MissileSplit, "A_MISSILESPLIT"},
{A_MultiShot, "A_MULTISHOT"},
{A_InstaLoop, "A_INSTALOOP"},
{A_Custom3DRotate, "A_CUSTOM3DROTATE"},
{A_SearchForPlayers, "A_SEARCHFORPLAYERS"},
{A_CheckRandom, "A_CHECKRANDOM"},
{A_CheckTargetRings, "A_CHECKTARGETRINGS"},
{A_CheckRings, "A_CHECKRINGS"},
{A_CheckTotalRings, "A_CHECKTOTALRINGS"},
{A_CheckHealth, "A_CHECKHEALTH"},
{A_CheckRange, "A_CHECKRANGE"},
{A_CheckHeight, "A_CHECKHEIGHT"},
{A_CheckTrueRange, "A_CHECKTRUERANGE"},
{A_CheckThingCount, "A_CHECKTHINGCOUNT"},
{A_CheckAmbush, "A_CHECKAMBUSH"},
{A_CheckCustomValue, "A_CHECKCUSTOMVALUE"},
{A_CheckCusValMemo, "A_CHECKCUSVALMEMO"},
{A_SetCustomValue, "A_SETCUSTOMVALUE"},
{A_UseCusValMemo, "A_USECUSVALMEMO"},
{A_RelayCustomValue, "A_RELAYCUSTOMVALUE"},
{A_CusValAction, "A_CUSVALACTION"},
{A_ForceStop, "A_FORCESTOP"},
{A_ForceWin, "A_FORCEWIN"},
{A_SpikeRetract, "A_SPIKERETRACT"},
{A_InfoState, "A_INFOSTATE"},
{A_Repeat, "A_REPEAT"},
{A_SetScale, "A_SETSCALE"},
{A_RemoteDamage, "A_REMOTEDAMAGE"},
{A_HomingChase, "A_HOMINGCHASE"},
{A_TrapShot, "A_TRAPSHOT"},
{A_VileTarget, "A_VILETARGET"},
{A_VileAttack, "A_VILEATTACK"},
{A_VileFire, "A_VILEFIRE"},
{A_BrakChase, "A_BRAKCHASE"},
{A_BrakFireShot, "A_BRAKFIRESHOT"},
{A_BrakLobShot, "A_BRAKLOBSHOT"},
{A_NapalmScatter, "A_NAPALMSCATTER"},
{A_SpawnFreshCopy, "A_SPAWNFRESHCOPY"},
//{A_InvincSparkleRotate, "A_INVINCSPARKLEROTATE"},
{{NULL}, "NONE"},
{NULL, "NONE"},
// This NULL entry must be the last in the list
{{NULL}, NULL},
{NULL, NULL},
};
static void readframe(MYFILE *f, INT32 num)
@@ -1702,7 +1703,7 @@ static void readframe(MYFILE *f, INT32 num)
for (z = 0; actionpointers[z].name; z++)
{
if (actionpointers[z].action.acv == states[num].action.acv)
if (actionpointers[z].action == states[num].action)
{
break;
}
@@ -1711,17 +1712,17 @@ static void readframe(MYFILE *f, INT32 num)
z = 0;
found = LUA_SetLuaAction(&states[num], actiontocompare);
if (!found)
while (actionpointers[z].name)
{
if (fastcmp(actiontocompare, actionpointers[z].name))
while (actionpointers[z].name)
{
states[num].action = actionpointers[z].action;
states[num].action.acv = actionpointers[z].action.acv; // assign
states[num].action.acp1 = actionpointers[z].action.acp1;
found = true;
break;
if (fastcmp(actiontocompare, actionpointers[z].name))
{
states[num].action = actionpointers[z].action;
found = true;
break;
}
z++;
}
z++;
}
if (!found)
@@ -8524,13 +8525,13 @@ static inline int lib_freeslot(lua_State *L)
// Arguments: mobj_t actor, int var1, int var2
static inline int lib_action(lua_State *L)
{
actionf_t *action = lua_touserdata(L,lua_upvalueindex(1));
actionf_p1 *action = lua_touserdata(L,lua_upvalueindex(1));
mobj_t *actor = *((mobj_t **)luaL_checkudata(L,1,META_MOBJ));
var1 = (INT32)luaL_optinteger(L,2,0);
var2 = (INT32)luaL_optinteger(L,3,0);
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
action->acp1(actor);
(*action)(actor);
return 0;
}
@@ -9344,13 +9345,15 @@ int LUA_SOCLib(lua_State *L)
const char *LUA_GetActionName(void *action)
{
actionf_t *act = (actionf_t *)action;
actionf_p1 *act = (actionf_p1 *)action;
size_t z;
for (z = 0; actionpointers[z].name; z++)
{
if (actionpointers[z].action.acv == act->acv)
if (actionpointers[z].action == *act)
return actionpointers[z].name;
}
return NULL;
}
@@ -9363,8 +9366,6 @@ void LUA_SetActionByName(void *state, const char *actiontocompare)
if (fasticmp(actiontocompare, actionpointers[z].name))
{
st->action = actionpointers[z].action;
st->action.acv = actionpointers[z].action.acv; // assign
st->action.acp1 = actionpointers[z].action.acp1;
return;
}
}
+2 -2
View File
@@ -111,8 +111,8 @@ extern char logfilename[1024];
#else
#define VERSION 1 // Game version
#define SUBVERSION 6 // more precise version number
#define VERSIONSTRING "Saturn v8.2"
#define VERSIONSTRINGW L"Saturn v8.2"
#define VERSIONSTRING "Saturn v8.3"
#define VERSIONSTRINGW L"Saturn v8.3"
// Hey! If you change this, add 1 to the MODVERSION below! Otherwise we can't force updates!
// And change CMakeLists.txt (not src/, but in root), for CMake users!
// AND appveyor.yml, for the build bots!
+1 -1
View File
@@ -575,7 +575,7 @@ extern consvar_t cv_downloading; // allow clients to downloading WADs.
extern consvar_t cv_nettimeout; // SRB2Kart: Advanced server options menu
extern consvar_t cv_jointimeout;
extern consvar_t cv_maxping;
extern ticcmd_t netcmds[BACKUPTICS][MAXPLAYERS];
extern ticcmd_t netcmds[TICQUEUE][MAXPLAYERS];
extern INT32 serverplayer;
extern INT32 adminplayers[MAXPLAYERS];
+3941 -3
View File
File diff suppressed because it is too large. Load diff
+1 -1
View File
@@ -792,7 +792,7 @@ static void HWR_PrecacheLevelSprites(void)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo = (mobj_t *)th;
+1 -5
View File
@@ -220,11 +220,7 @@ HMS_connect (const char *format, ...)
curl_easy_setopt(curl, CURLOPT_URL, url);
curl_easy_setopt(curl, CURLOPT_FOLLOWLOCATION, 1L);
#ifdef HAVE_IPV6
if (!M_CheckParm("-ipv6"))
#endif
curl_easy_setopt(curl, CURLOPT_IPRESOLVE, (long)CURL_IPRESOLVE_V4);
curl_easy_setopt(curl, CURLOPT_IPRESOLVE, (long)CURL_IPRESOLVE_V4);
curl_easy_setopt(curl, CURLOPT_TIMEOUT, (long)cv_masterserver_timeout.value);
curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, HMS_on_read);
+4 -4
View File
@@ -82,8 +82,6 @@ typedef struct
char data[MAXPACKETLENGTH];
} ATTRPACK doomcom_t;
#define DOOMCOM_DATA(d) (doomdata_t *)&(d)->data
#ifdef HOLEPUNCH
typedef struct
{
@@ -91,8 +89,6 @@ typedef struct
INT32 addr;
INT16 port;
} ATTRPACK holepunch_t;
#define HOLEPUNCH_DATA(d) (holepunch_t *)&(d)->data
#endif
#if defined(_MSC_VER)
@@ -101,6 +97,10 @@ typedef struct
extern doomcom_t *doomcom;
#ifdef HOLEPUNCH
extern holepunch_t *holepunchpacket;
#endif
/** \brief return packet in doomcom struct
*/
extern boolean (*I_NetGet)(void);
+21 -77
View File
@@ -371,16 +371,8 @@ static inline void I_UPnP_rem(const char *port, const char * servicetype)
static const char *SOCK_AddrToStr(mysockaddr_t *sk)
{
static char s[64]; // 255.255.255.255:65535 or
// [ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff]:65535
static char s[64]; // 255.255.255.255:65535 or IPv6:65535
#ifdef HAVE_NTOP
#ifdef HAVE_IPV6
int v6 = (sk->any.sa_family == AF_INET6);
#else
int v6 = 0;
#endif
void *addr;
int e = 0; // save error code so it can't be modified later code and avoid calling WSAGetLastError() more then once
@@ -395,20 +387,14 @@ static const char *SOCK_AddrToStr(mysockaddr_t *sk)
if(addr == NULL)
sprintf(s, "No address");
else if(inet_ntop(sk->any.sa_family, addr, &s[v6], sizeof (s) - v6) == NULL)
else if(inet_ntop(sk->any.sa_family, addr, s, sizeof (s)) == NULL)
{
e = errno;
sprintf(s, "Unknown family type, error #%u: %s", e, strerror(e));
}
#ifdef HAVE_IPV6
else if(sk->any.sa_family == AF_INET6)
{
s[0] = '[';
strcat(s, "]");
if (sk->ip6.sin6_port != 0)
strcat(s, va(":%d", ntohs(sk->ip6.sin6_port)));
}
else if(sk->any.sa_family == AF_INET6 && sk->ip6.sin6_port != 0)
strcat(s, va(":%d", ntohs(sk->ip6.sin6_port)));
#endif
else if(sk->any.sa_family == AF_INET && sk->ip4.sin_port != 0)
strcat(s, va(":%d", ntohs(sk->ip4.sin_port)));
@@ -500,30 +486,10 @@ static time_t SOCK_GetUnbanTime(size_t ban)
}
#ifndef NONET
#ifdef HAVE_IPV6
static boolean SOCK_cmpipv6(mysockaddr_t *a, mysockaddr_t *b, UINT8 mask)
{
UINT8 bitmask;
I_Assert(mask <= 128);
if (mask == 0)
mask = 128;
if (memcmp(&a->ip6.sin6_addr.s6_addr, &b->ip6.sin6_addr.s6_addr, mask / 8) != 0)
return false;
if (mask % 8 == 0)
return true;
bitmask = 255 << (mask % 8);
return (a->ip6.sin6_addr.s6_addr[mask / 8] & bitmask) == (b->ip6.sin6_addr.s6_addr[mask / 8] & bitmask);
}
#endif
static boolean SOCK_cmpaddr(mysockaddr_t *a, mysockaddr_t *b, UINT8 mask)
{
UINT32 bitmask = INADDR_NONE;
if (a->any.sa_family != b->any.sa_family)
return false;
if (mask && mask < 32)
bitmask = htonl((UINT32)(-1) << (32 - mask));
@@ -532,14 +498,13 @@ static boolean SOCK_cmpaddr(mysockaddr_t *a, mysockaddr_t *b, UINT8 mask)
&& (b->ip4.sin_port == 0 || (a->ip4.sin_port == b->ip4.sin_port));
#ifdef HAVE_IPV6
else if (b->any.sa_family == AF_INET6)
return SOCK_cmpipv6(a, b, mask)
return memcmp(&a->ip6.sin6_addr, &b->ip6.sin6_addr, sizeof(b->ip6.sin6_addr))
&& (b->ip6.sin6_port == 0 || (a->ip6.sin6_port == b->ip6.sin6_port));
#endif
else
return false;
}
// This is a hack. For some reason, nodes aren't being freed properly.
// This goes through and cleans up what nodes were supposed to be freed.
/** \warning This function causes the file downloading to stop if someone joins.
@@ -655,7 +620,6 @@ is_external_address (UINT32 p)
static boolean hole_punch(ssize_t c)
{
holepunch_t *holepunchpacket = HOLEPUNCH_DATA(doomcom);
/* See ../doc/Holepunch-Protocol.txt */
if (cv_rendezvousserver.string[0] &&
@@ -695,7 +659,6 @@ static boolean SOCK_Get(void)
fromlen = (socklen_t)sizeof(fromaddress);
c = recvfrom(mysockets[n], (char *)&doomcom->data, MAXPACKETLENGTH, 0,
(void *)&fromaddress, &fromlen);
if (c > 0)
{
#ifdef USE_STUN
@@ -905,11 +868,11 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
unsigned long trueval = true;
#endif
mysockaddr_t straddr;
socklen_t len = sizeof(straddr);
struct sockaddr_in sin;
socklen_t len = sizeof(sin);
if (s == (SOCKET_TYPE)ERRSOCKET)
return (SOCKET_TYPE)ERRSOCKET;
#ifdef USE_WINSOCK
{ // Alam_GBC: disable the new UDP connection reset behavior for Win2k and up
#ifdef USE_WINSOCK2
@@ -929,12 +892,14 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
}
#endif
memcpy(&straddr, addr, addrlen);
straddr.any = *addr;
I_OutputMsg("Binding to %s\n", SOCK_AddrToStr(&straddr));
if (family == AF_INET)
{
if (straddr.ip4.sin_addr.s_addr == htonl(INADDR_ANY))
mysockaddr_t tmpaddr;
tmpaddr.any = *addr ;
if (tmpaddr.ip4.sin_addr.s_addr == htonl(INADDR_ANY))
{
opt = true;
opts = (socklen_t)sizeof(opt);
@@ -959,7 +924,7 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
#ifdef HAVE_IPV6
else if (family == AF_INET6)
{
if (memcmp(&straddr.ip6.sin6_addr, &in6addr_any, sizeof(in6addr_any)) == 0) //IN6_ARE_ADDR_EQUAL
if (memcmp(addr, &in6addr_any, sizeof(in6addr_any)) == 0) //IN6_ARE_ADDR_EQUAL
{
opt = true;
opts = (socklen_t)sizeof(opt);
@@ -974,7 +939,7 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
// make it IPv6 ony
opt = true;
opts = (socklen_t)sizeof(opt);
rc = setsockopt(s, IPPROTO_IPV6, IPV6_V6ONLY, (char *)&opt, opts);
rc = setsockopt(s, SOL_SOCKET, IPV6_V6ONLY, (char *)&opt, opts);
if (rc <= -1)
{
e = errno;
@@ -1004,7 +969,7 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
inet_pton(AF_INET6, IPV6_MULTICAST_ADDRESS, &maddr.ipv6mr_multiaddr);
maddr.ipv6mr_interface = 0;
rc = setsockopt(s, IPPROTO_IPV6, IPV6_JOIN_GROUP, (const char *)&maddr, sizeof(maddr));
rc = setsockopt(s, SOL_SOCKET, IPV6_JOIN_GROUP, (const char *)&maddr, sizeof(maddr));
if (rc <= -1)
{
e = errno;
@@ -1067,7 +1032,7 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
CONS_Printf(M_GetText("Network system buffer set to: %dKb\n"), opt>>10);
}
rc = getsockname(s, &straddr.any, &len);
rc = getsockname(s, (struct sockaddr *)&sin, &len);
if (rc != 0)
{
e = errno;
@@ -1075,14 +1040,7 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
I_OutputMsg("getsockname failed: #%u, %s\n", e, strerror(e));
}
else
{
if (family == AF_INET)
current_port = (UINT16)ntohs(straddr.ip4.sin_port);
#ifdef HAVE_IPV6
else if (family == AF_INET6)
current_port = (UINT16)ntohs(straddr.ip6.sin6_port);
#endif
}
current_port = (UINT16)ntohs(sin.sin_port);
return s;
}
@@ -1163,7 +1121,6 @@ static boolean UDP_Socket(void)
I_freeaddrinfo(ai);
}
}
#ifdef HAVE_IPV6
if (b_ipv6)
{
@@ -1362,13 +1319,12 @@ static boolean SOCK_GetAddr(struct sockaddr_in *sin, const char *address, const
{
struct my_addrinfo *ai = NULL, *runp, hints;
int gaie;
size_t i;
if (!port || !port[0])
port = DEFAULTPORT;
memset (&hints, 0x00, sizeof (hints));
hints.ai_flags = AI_ADDRCONFIG;
hints.ai_flags = 0;
hints.ai_family = AF_UNSPEC;
hints.ai_socktype = SOCK_DGRAM;
hints.ai_protocol = IPPROTO_UDP;
@@ -1387,19 +1343,10 @@ static boolean SOCK_GetAddr(struct sockaddr_in *sin, const char *address, const
{
while (runp != NULL)
{
// test ip address of server
for (i = 0; i < mysocketses; ++i)
{
if (runp->ai_addr->sa_family == myfamily[i])
{
break;
}
}
if (i >= mysocketses)
runp = runp->ai_next;
else
if (sendto(mysockets[0], NULL, 0, 0, runp->ai_addr, runp->ai_addrlen) == 0)
break;
runp = runp->ai_next;
}
}
@@ -1443,8 +1390,6 @@ static void rendezvous(int size)
tic_t tic = I_GetTime();
holepunch_t *holepunchpacket = HOLEPUNCH_DATA(doomcom);
if (tic != refreshtic)
{
if (SOCK_GetAddr(&rzv.ip4, host, (port ? port : "7777"), false))
@@ -1470,7 +1415,6 @@ static void rendezvous(int size)
static void SOCK_RequestHolePunch(INT32 node)
{
mysockaddr_t * addr = &clientaddress[node];
holepunch_t *holepunchpacket = HOLEPUNCH_DATA(doomcom);
holepunchpacket->addr = addr->ip4.sin_addr.s_addr;
holepunchpacket->port = addr->ip4.sin_port;
@@ -1792,7 +1736,7 @@ boolean I_InitTcpNetwork(void)
// server address only in ip
if (serverhostname[0])
{
{
CONS_Printf("SERVERNAME: %s\n", serverhostname);
COM_BufAddText("connect \"");
COM_BufAddText(serverhostname);
+2
View File
@@ -145,6 +145,8 @@ boolean I_UseNativeKeyboard(void);
boolean I_CheckNativeRes(void);
void I_SetBorderlessWindow(void);
#ifdef USE_FBO_OGL
void RefreshOGLSDLSurface(void);
+2660 -2717
View File
File diff suppressed because it is too large. Load diff
+202 -205
View File
@@ -26,7 +26,7 @@
*/
typedef struct
{
actionf_t action; ///< Function pointer corresponding to the actual action.
actionf_p1 action; ///< Function pointer corresponding to the actual action.
const char *name; ///< Name of the action in ALL CAPS.
} actionpointer_t;
@@ -246,209 +246,206 @@ struct mobj_s;
// IMPORTANT NOTE: If you add/remove from this list of action
// functions, don't forget to update them in dehacked.c!
void A_Explode(struct mobj_s *actor);
void A_Pain(struct mobj_s *actor);
void A_Fall(struct mobj_s *actor);
void A_MonitorPop(struct mobj_s *actor);
void A_Look(struct mobj_s *actor);
void A_Chase(struct mobj_s *actor);
void A_FaceStabChase(struct mobj_s *actor);
void A_FaceTarget(struct mobj_s *actor);
void A_FaceTracer(struct mobj_s *actor);
void A_Scream(struct mobj_s *actor);
void A_BossDeath(struct mobj_s *actor);
void A_CustomPower(struct mobj_s *actor); // Use this for a custom power
void A_GiveWeapon(struct mobj_s *actor); // Gives the player weapon(s)
void A_JumpShield(struct mobj_s *actor); // Obtained Jump Shield
void A_RingShield(struct mobj_s *actor); // Obtained Ring Shield
void A_RingBox(struct mobj_s *actor); // Obtained Ring Box Tails
void A_Invincibility(struct mobj_s *actor); // Obtained Invincibility Box
void A_SuperSneakers(struct mobj_s *actor); // Obtained Super Sneakers Box
void A_BunnyHop(struct mobj_s *actor); // have bunny hop tails
void A_BubbleSpawn(struct mobj_s *actor); // Randomly spawn bubbles
void A_FanBubbleSpawn(struct mobj_s *actor);
void A_BubbleRise(struct mobj_s *actor); // Bubbles float to surface
void A_BubbleCheck(struct mobj_s *actor); // Don't draw if not underwater
void A_AwardScore(struct mobj_s *actor);
void A_ExtraLife(struct mobj_s *actor); // Extra Life
void A_BombShield(struct mobj_s *actor); // Obtained Bomb Shield
void A_WaterShield(struct mobj_s *actor); // Obtained Water Shield
void A_ForceShield(struct mobj_s *actor); // Obtained Force Shield
void A_PityShield(struct mobj_s *actor); // Obtained Pity Shield. We're... sorry.
void A_GravityBox(struct mobj_s *actor);
void A_ScoreRise(struct mobj_s *actor); // Rise the score logo
void A_ParticleSpawn(struct mobj_s *actor);
void A_AttractChase(struct mobj_s *actor); // Ring Chase
void A_DropMine(struct mobj_s *actor); // Drop Mine from Skim or Jetty-Syn Bomber
void A_FishJump(struct mobj_s *actor); // Fish Jump
void A_ThrownRing(struct mobj_s *actor); // Sparkle trail for red ring
void A_GrenadeRing(struct mobj_s *actor); // SRB2kart
void A_SetSolidSteam(struct mobj_s *actor);
void A_UnsetSolidSteam(struct mobj_s *actor);
void A_SignPlayer(struct mobj_s *actor);
void A_OverlayThink(struct mobj_s *actor);
void A_JetChase(struct mobj_s *actor);
void A_JetbThink(struct mobj_s *actor); // Jetty-Syn Bomber Thinker
void A_JetgThink(struct mobj_s *actor); // Jetty-Syn Gunner Thinker
void A_JetgShoot(struct mobj_s *actor); // Jetty-Syn Shoot Function
void A_ShootBullet(struct mobj_s *actor); // JetgShoot without reactiontime setting
void A_MinusDigging(struct mobj_s *actor);
void A_MinusPopup(struct mobj_s *actor);
void A_MinusCheck(struct mobj_s *actor);
void A_ChickenCheck(struct mobj_s *actor);
void A_MouseThink(struct mobj_s *actor); // Mouse Thinker
void A_DetonChase(struct mobj_s *actor); // Deton Chaser
void A_CapeChase(struct mobj_s *actor); // Fake little Super Sonic cape
void A_RotateSpikeBall(struct mobj_s *actor); // Spike ball rotation
void A_SlingAppear(struct mobj_s *actor);
void A_MaceRotate(struct mobj_s *actor);
void A_UnidusBall(struct mobj_s *actor);
void A_RockSpawn(struct mobj_s *actor);
void A_SetFuse(struct mobj_s *actor);
void A_CrawlaCommanderThink(struct mobj_s *actor); // Crawla Commander
void A_SmokeTrailer(struct mobj_s *actor);
void A_RingExplode(struct mobj_s *actor);
void A_OldRingExplode(struct mobj_s *actor);
void A_MixUp(struct mobj_s *actor);
void A_RecyclePowers(struct mobj_s *actor);
void A_BossScream(struct mobj_s *actor);
void A_Boss2TakeDamage(struct mobj_s *actor);
void A_GoopSplat(struct mobj_s *actor);
void A_Boss2PogoSFX(struct mobj_s *actor);
void A_Boss2PogoTarget(struct mobj_s *actor);
void A_EggmanBox(struct mobj_s *actor);
void A_TurretFire(struct mobj_s *actor);
void A_SuperTurretFire(struct mobj_s *actor);
void A_TurretStop(struct mobj_s *actor);
void A_JetJawRoam(struct mobj_s *actor);
void A_JetJawChomp(struct mobj_s *actor);
void A_PointyThink(struct mobj_s *actor);
void A_CheckBuddy(struct mobj_s *actor);
void A_HoodThink(struct mobj_s *actor);
void A_ArrowCheck(struct mobj_s *actor);
void A_SnailerThink(struct mobj_s *actor);
void A_SharpChase(struct mobj_s *actor);
void A_SharpSpin(struct mobj_s *actor);
void A_VultureVtol(struct mobj_s *actor);
void A_VultureCheck(struct mobj_s *actor);
void A_SkimChase(struct mobj_s *actor);
void A_SkullAttack(struct mobj_s *actor);
void A_LobShot(struct mobj_s *actor);
void A_FireShot(struct mobj_s *actor);
void A_SuperFireShot(struct mobj_s *actor);
void A_BossFireShot(struct mobj_s *actor);
void A_Boss7FireMissiles(struct mobj_s *actor);
void A_Boss1Laser(struct mobj_s *actor);
void A_FocusTarget(struct mobj_s *actor);
void A_Boss4Reverse(struct mobj_s *actor);
void A_Boss4SpeedUp(struct mobj_s *actor);
void A_Boss4Raise(struct mobj_s *actor);
void A_SparkFollow(struct mobj_s *actor);
void A_BuzzFly(struct mobj_s *actor);
void A_GuardChase(struct mobj_s *actor);
void A_EggShield(struct mobj_s *actor);
void A_SetReactionTime(struct mobj_s *actor);
void A_Boss1Spikeballs(struct mobj_s *actor);
void A_Boss3TakeDamage(struct mobj_s *actor);
void A_Boss3Path(struct mobj_s *actor);
void A_LinedefExecute(struct mobj_s *actor);
void A_PlaySeeSound(struct mobj_s *actor);
void A_PlayAttackSound(struct mobj_s *actor);
void A_PlayActiveSound(struct mobj_s *actor);
void A_1upThinker(struct mobj_s *actor);
void A_BossZoom(struct mobj_s *actor); //Unused
void A_Boss1Chase(struct mobj_s *actor);
void A_Boss2Chase(struct mobj_s *actor);
void A_Boss2Pogo(struct mobj_s *actor);
void A_Boss7Chase(struct mobj_s *actor);
void A_BossJetFume(struct mobj_s *actor);
void A_SpawnObjectAbsolute(struct mobj_s *actor);
void A_SpawnObjectRelative(struct mobj_s *actor);
void A_ChangeAngleRelative(struct mobj_s *actor);
void A_ChangeAngleAbsolute(struct mobj_s *actor);
void A_RollAngle(struct mobj_s *actor);
void A_ChangeRollAngleRelative(struct mobj_s *actor);
void A_ChangeRollAngleAbsolute(struct mobj_s *actor);
void A_PlaySound(struct mobj_s *actor);
void A_FindTarget(struct mobj_s *actor);
void A_FindTracer(struct mobj_s *actor);
void A_SetTics(struct mobj_s *actor);
void A_SetRandomTics(struct mobj_s *actor);
void A_ChangeColorRelative(struct mobj_s *actor);
void A_ChangeColorAbsolute(struct mobj_s *actor);
void A_MoveRelative(struct mobj_s *actor);
void A_MoveAbsolute(struct mobj_s *actor);
void A_Thrust(struct mobj_s *actor);
void A_ZThrust(struct mobj_s *actor);
void A_SetTargetsTarget(struct mobj_s *actor);
void A_SetObjectFlags(struct mobj_s *actor);
void A_SetObjectFlags2(struct mobj_s *actor);
void A_RandomState(struct mobj_s *actor);
void A_RandomStateRange(struct mobj_s *actor);
void A_DualAction(struct mobj_s *actor);
void A_RemoteAction(struct mobj_s *actor);
void A_ToggleFlameJet(struct mobj_s *actor);
void A_ItemPop(struct mobj_s *actor); // SRB2kart
void A_JawzChase(struct mobj_s *actor); // SRB2kart
void A_JawzExplode(struct mobj_s *actor); // SRB2kart
void A_SPBChase(struct mobj_s *actor); // SRB2kart
void A_MineExplode(struct mobj_s *actor); // SRB2kart
void A_BallhogExplode(struct mobj_s *actor); // SRB2kart
void A_LightningFollowPlayer(struct mobj_s *actor); // SRB2kart: Lightning shield effect player chasing
void A_FZBoomFlash(struct mobj_s *actor); // SRB2kart
void A_FZBoomSmoke(struct mobj_s *actor); // SRB2kart
void A_RandomShadowFrame(struct mobj_s *actor); //SRB2kart: Shadow spawner frame randomizer
void A_RoamingShadowThinker(struct mobj_s *actor); // SRB2kart: Roaming Shadow moving + attacking players.
void A_MayonakaArrow(struct mobj_s *actor); //SRB2kart: midnight channel arrow sign
void A_ReaperThinker(struct mobj_s *actor); //SRB2kart: mementos reaper
void A_MementosTPParticles(struct mobj_s *actor); //SRB2kart: mementos teleporter particles. Man that's a lot of actions for my shite.
void A_FlameParticle(struct mobj_s *actor); // SRB2kart
void A_OrbitNights(struct mobj_s *actor);
void A_GhostMe(struct mobj_s *actor);
void A_SetObjectState(struct mobj_s *actor);
void A_SetObjectTypeState(struct mobj_s *actor);
void A_KnockBack(struct mobj_s *actor);
void A_PushAway(struct mobj_s *actor);
void A_RingDrain(struct mobj_s *actor);
void A_SplitShot(struct mobj_s *actor);
void A_MissileSplit(struct mobj_s *actor);
void A_MultiShot(struct mobj_s *actor);
void A_InstaLoop(struct mobj_s *actor);
void A_Custom3DRotate(struct mobj_s *actor);
void A_SearchForPlayers(struct mobj_s *actor);
void A_CheckRandom(struct mobj_s *actor);
void A_CheckTargetRings(struct mobj_s *actor);
void A_CheckRings(struct mobj_s *actor);
void A_CheckTotalRings(struct mobj_s *actor);
void A_CheckHealth(struct mobj_s *actor);
void A_CheckRange(struct mobj_s *actor);
void A_CheckHeight(struct mobj_s *actor);
void A_CheckTrueRange(struct mobj_s *actor);
void A_CheckThingCount(struct mobj_s *actor);
void A_CheckAmbush(struct mobj_s *actor);
void A_CheckCustomValue(struct mobj_s *actor);
void A_CheckCusValMemo(struct mobj_s *actor);
void A_SetCustomValue(struct mobj_s *actor);
void A_UseCusValMemo(struct mobj_s *actor);
void A_RelayCustomValue(struct mobj_s *actor);
void A_CusValAction(struct mobj_s *actor);
void A_ForceStop(struct mobj_s *actor);
void A_ForceWin(struct mobj_s *actor);
void A_SpikeRetract(struct mobj_s *actor);
void A_InfoState(struct mobj_s *actor);
void A_Repeat(struct mobj_s *actor);
void A_SetScale(struct mobj_s *actor);
void A_RemoteDamage(struct mobj_s *actor);
void A_HomingChase(struct mobj_s *actor);
void A_TrapShot(struct mobj_s *actor);
void A_VileTarget(struct mobj_s *actor);
void A_VileAttack(struct mobj_s *actor);
void A_VileFire(struct mobj_s *actor);
void A_BrakChase(struct mobj_s *actor);
void A_BrakFireShot(struct mobj_s *actor);
void A_BrakLobShot(struct mobj_s *actor);
void A_NapalmScatter(struct mobj_s *actor);
void A_SpawnFreshCopy(struct mobj_s *actor);
void A_Explode(void *actor);
void A_Pain(void *actor);
void A_Fall(void *actor);
void A_MonitorPop(void *actor);
void A_Look(void *actor);
void A_Chase(void *actor);
void A_FaceStabChase(void *actor);
void A_FaceTarget(void *actor);
void A_FaceTracer(void *actor);
void A_Scream(void *actor);
void A_BossDeath(void *actor);
void A_CustomPower(void *actor); // Use this for a custom power
void A_GiveWeapon(void *actor); // Gives the player weapon(s)
void A_JumpShield(void *actor); // Obtained Jump Shield
void A_RingShield(void *actor); // Obtained Ring Shield
void A_RingBox(void *actor); // Obtained Ring Box Tails
void A_Invincibility(void *actor); // Obtained Invincibility Box
void A_SuperSneakers(void *actor); // Obtained Super Sneakers Box
void A_BunnyHop(void *actor); // have bunny hop tails
void A_BubbleSpawn(void *actor); // Randomly spawn bubbles
void A_FanBubbleSpawn(void *actor);
void A_BubbleRise(void *actor); // Bubbles float to surface
void A_BubbleCheck(void *actor); // Don't draw if not underwater
void A_AwardScore(void *actor);
void A_ExtraLife(void *actor); // Extra Life
void A_BombShield(void *actor); // Obtained Bomb Shield
void A_WaterShield(void *actor); // Obtained Water Shield
void A_ForceShield(void *actor); // Obtained Force Shield
void A_PityShield(void *actor); // Obtained Pity Shield. We're... sorry.
void A_GravityBox(void *actor);
void A_ScoreRise(void *actor); // Rise the score logo
void A_ParticleSpawn(void *actor);
void A_AttractChase(void *actor); // Ring Chase
void A_DropMine(void *actor); // Drop Mine from Skim or Jetty-Syn Bomber
void A_FishJump(void *actor); // Fish Jump
void A_ThrownRing(void *actor); // Sparkle trail for red ring
void A_GrenadeRing(void *actor); // SRB2kart
void A_SetSolidSteam(void *actor);
void A_UnsetSolidSteam(void *actor);
void A_SignPlayer(void *actor);
void A_OverlayThink(void *actor);
void A_JetChase(void *actor);
void A_JetbThink(void *actor); // Jetty-Syn Bomber Thinker
void A_JetgThink(void *actor); // Jetty-Syn Gunner Thinker
void A_JetgShoot(void *actor); // Jetty-Syn Shoot Function
void A_ShootBullet(void *actor); // JetgShoot without reactiontime setting
void A_MinusDigging(void *actor);
void A_MinusPopup(void *actor);
void A_MinusCheck(void *actor);
void A_ChickenCheck(void *actor);
void A_MouseThink(void *actor); // Mouse Thinker
void A_DetonChase(void *actor); // Deton Chaser
void A_CapeChase(void *actor); // Fake little Super Sonic cape
void A_RotateSpikeBall(void *actor); // Spike ball rotation
void A_SlingAppear(void *actor);
void A_MaceRotate(void *actor);
void A_UnidusBall(void *actor);
void A_RockSpawn(void *actor);
void A_SetFuse(void *actor);
void A_CrawlaCommanderThink(void *actor); // Crawla Commander
void A_SmokeTrailer(void *actor);
void A_RingExplode(void *actor);
void A_OldRingExplode(void *actor);
void A_MixUp(void *actor);
void A_RecyclePowers(void *actor);
void A_BossScream(void *actor);
void A_Boss2TakeDamage(void *actor);
void A_GoopSplat(void *actor);
void A_Boss2PogoSFX(void *actor);
void A_Boss2PogoTarget(void *actor);
void A_EggmanBox(void *actor);
void A_TurretFire(void *actor);
void A_SuperTurretFire(void *actor);
void A_TurretStop(void *actor);
void A_JetJawRoam(void *actor);
void A_JetJawChomp(void *actor);
void A_PointyThink(void *actor);
void A_CheckBuddy(void *actor);
void A_HoodThink(void *actor);
void A_ArrowCheck(void *actor);
void A_SnailerThink(void *actor);
void A_SharpChase(void *actor);
void A_SharpSpin(void *actor);
void A_VultureVtol(void *actor);
void A_VultureCheck(void *actor);
void A_SkimChase(void *actor);
void A_SkullAttack(void *actor);
void A_LobShot(void *actor);
void A_FireShot(void *actor);
void A_SuperFireShot(void *actor);
void A_BossFireShot(void *actor);
void A_Boss7FireMissiles(void *actor);
void A_Boss1Laser(void *actor);
void A_FocusTarget(void *actor);
void A_Boss4Reverse(void *actor);
void A_Boss4SpeedUp(void *actor);
void A_Boss4Raise(void *actor);
void A_SparkFollow(void *actor);
void A_BuzzFly(void *actor);
void A_GuardChase(void *actor);
void A_EggShield(void *actor);
void A_SetReactionTime(void *actor);
void A_Boss1Spikeballs(void *actor);
void A_Boss3TakeDamage(void *actor);
void A_Boss3Path(void *actor);
void A_LinedefExecute(void *actor);
void A_PlaySeeSound(void *actor);
void A_PlayAttackSound(void *actor);
void A_PlayActiveSound(void *actor);
void A_1upThinker(void *actor);
void A_BossZoom(void *actor); //Unused
void A_Boss1Chase(void *actor);
void A_Boss2Chase(void *actor);
void A_Boss2Pogo(void *actor);
void A_Boss7Chase(void *actor);
void A_BossJetFume(void *actor);
void A_SpawnObjectAbsolute(void *actor);
void A_SpawnObjectRelative(void *actor);
void A_ChangeAngleRelative(void *actor);
void A_ChangeAngleAbsolute(void *actor);
void A_PlaySound(void *actor);
void A_FindTarget(void *actor);
void A_FindTracer(void *actor);
void A_SetTics(void *actor);
void A_SetRandomTics(void *actor);
void A_ChangeColorRelative(void *actor);
void A_ChangeColorAbsolute(void *actor);
void A_MoveRelative(void *actor);
void A_MoveAbsolute(void *actor);
void A_Thrust(void *actor);
void A_ZThrust(void *actor);
void A_SetTargetsTarget(void *actor);
void A_SetObjectFlags(void *actor);
void A_SetObjectFlags2(void *actor);
void A_RandomState(void *actor);
void A_RandomStateRange(void *actor);
void A_DualAction(void *actor);
void A_RemoteAction(void *actor);
void A_ToggleFlameJet(void *actor);
void A_ItemPop(void *actor); // SRB2kart
void A_JawzChase(void *actor); // SRB2kart
void A_JawzExplode(void *actor); // SRB2kart
void A_SPBChase(void *actor); // SRB2kart
void A_MineExplode(void *actor); // SRB2kart
void A_BallhogExplode(void *actor); // SRB2kart
void A_LightningFollowPlayer(void *actor); // SRB2kart: Lightning shield effect player chasing
void A_FZBoomFlash(void *actor); // SRB2kart
void A_FZBoomSmoke(void *actor); // SRB2kart
void A_RandomShadowFrame(void *actor); //SRB2kart: Shadow spawner frame randomizer
void A_RoamingShadowThinker(void *actor); // SRB2kart: Roaming Shadow moving + attacking players.
void A_MayonakaArrow(void *actor); //SRB2kart: midnight channel arrow sign
void A_ReaperThinker(void *actor); //SRB2kart: mementos reaper
void A_MementosTPParticles(void *actor); //SRB2kart: mementos teleporter particles. Man that's a lot of actions for my shite.
void A_FlameParticle(void *actor); // SRB2kart
void A_OrbitNights(void *actor);
void A_GhostMe(void *actor);
void A_SetObjectState(void *actor);
void A_SetObjectTypeState(void *actor);
void A_KnockBack(void *actor);
void A_PushAway(void *actor);
void A_RingDrain(void *actor);
void A_SplitShot(void *actor);
void A_MissileSplit(void *actor);
void A_MultiShot(void *actor);
void A_InstaLoop(void *actor);
void A_Custom3DRotate(void *actor);
void A_SearchForPlayers(void *actor);
void A_CheckRandom(void *actor);
void A_CheckTargetRings(void *actor);
void A_CheckRings(void *actor);
void A_CheckTotalRings(void *actor);
void A_CheckHealth(void *actor);
void A_CheckRange(void *actor);
void A_CheckHeight(void *actor);
void A_CheckTrueRange(void *actor);
void A_CheckThingCount(void *actor);
void A_CheckAmbush(void *actor);
void A_CheckCustomValue(void *actor);
void A_CheckCusValMemo(void *actor);
void A_SetCustomValue(void *actor);
void A_UseCusValMemo(void *actor);
void A_RelayCustomValue(void *actor);
void A_CusValAction(void *actor);
void A_ForceStop(void *actor);
void A_ForceWin(void *actor);
void A_SpikeRetract(void *actor);
void A_InfoState(void *actor);
void A_Repeat(void *actor);
void A_SetScale(void *actor);
void A_RemoteDamage(void *actor);
void A_HomingChase(void *actor);
void A_TrapShot(void *actor);
void A_VileTarget(void *actor);
void A_VileAttack(void *actor);
void A_VileFire(void *actor);
void A_BrakChase(void *actor);
void A_BrakFireShot(void *actor);
void A_BrakLobShot(void *actor);
void A_NapalmScatter(void *actor);
void A_SpawnFreshCopy(void *actor);
extern boolean actionsoverridden[NUMACTIONS];
@@ -4312,7 +4309,7 @@ typedef struct
spritenum_t sprite;
UINT32 frame; // we use the upper 16 bits for translucency and other shade effects
INT32 tics;
actionf_t action;
actionf_p1 action;
INT32 var1;
INT32 var2;
statenum_t nextstate;
+23 -21
View File
@@ -522,6 +522,7 @@ void K_RainbowColormap(UINT8 *dest_colormap, UINT8 skincolor)
dest_colormap[i] = (UINT8)i;
continue;
}
color = V_GetColor(i);
SETBRIGHTNESS(brightness, color.s.red, color.s.green, color.s.blue);
brightdif = 256;
@@ -2440,7 +2441,7 @@ void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflicto
static void K_RemoveGrowShrink(player_t *player)
{
if (player->mo && !P_MobjWasRemoved(player->mo))
if (!P_MobjWasRemoved(player->mo))
{
if (player->kartstuff[k_growshrinktimer] > 0) // Play Shrink noise
S_StartSound(player->mo, sfx_kc59);
@@ -2853,7 +2854,7 @@ void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32
mobj->momy = FixedMul(FixedDiv(mobjy - y, dist), FixedDiv(dist, 6*FRACUNIT));
mobj->momz = FixedMul(FixedDiv(mobjz - z, dist), FixedDiv(dist, 6*FRACUNIT));
if (source && !P_MobjWasRemoved(source))
if (!P_MobjWasRemoved(source))
P_SetTarget(&mobj->target, source);
}
}
@@ -3084,7 +3085,7 @@ static void K_SpawnDriftSparks(player_t *player)
const boolean onground = P_IsObjectOnGround(player->mo);
// kinda sketchy
if (!cv_airsparks.value && onground)
if (!cv_airsparks.value && !onground)
return;
if (!player->kartstuff[k_drift] || player->kartstuff[k_driftcharge] < K_GetKartDriftSparkValue(player))
@@ -3666,7 +3667,7 @@ static mobj_t *K_FindLastTrailMobj(player_t *player)
if (!player || !(trail = player->mo) || !player->mo->hnext || !player->mo->hnext->health)
return NULL;
while (trail->hnext && !P_MobjWasRemoved(trail->hnext) && trail->hnext->health)
while (!P_MobjWasRemoved(trail->hnext) && trail->hnext->health)
{
trail = trail->hnext;
}
@@ -3903,7 +3904,7 @@ void K_PuntMine(mobj_t *thismine, mobj_t *punter)
fixed_t spd;
mobj_t *mine;
if (!thismine || P_MobjWasRemoved(thismine))
if (P_MobjWasRemoved(thismine))
return;
//This guarantees you hit a mine being dragged
@@ -3932,7 +3933,7 @@ void K_PuntMine(mobj_t *thismine, mobj_t *punter)
else
mine = thismine;
if (!mine || P_MobjWasRemoved(mine))
if (P_MobjWasRemoved(mine))
return;
spd = K_GetProjectileSpeed();
@@ -4099,7 +4100,8 @@ void K_DoSneaker(player_t *player, INT32 type)
if (player->mo->hnext)
{
mobj_t *cur = player->mo->hnext;
while (cur && !P_MobjWasRemoved(cur))
while (!P_MobjWasRemoved(cur))
{
if (!cur->tracer)
{
@@ -4163,7 +4165,7 @@ static void K_DoShrink(player_t *user)
K_DropItems(&players[i]);
players[i].kartstuff[k_growshrinktimer] = -(20*TICRATE);
if (players[i].mo && !P_MobjWasRemoved(players[i].mo))
if (!P_MobjWasRemoved(players[i].mo))
{
players[i].mo->scalespeed = mapobjectscale/TICRATE;
players[i].mo->destscale = (6*mapobjectscale)/8;
@@ -4293,7 +4295,7 @@ void K_DropHnextList(player_t *player)
mobjtype_t type;
boolean orbit, ponground, dropall = true;
if (!work || P_MobjWasRemoved(work))
if (P_MobjWasRemoved(work))
return;
flip = P_MobjFlip(player->mo);
@@ -4432,7 +4434,7 @@ void K_DropItems(player_t *player)
K_DropHnextList(player);
if (player->mo && !P_MobjWasRemoved(player->mo) && player->kartstuff[k_itemamount])
if (!P_MobjWasRemoved(player->mo) && player->kartstuff[k_itemamount])
{
mobj_t *drop = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_FLOATINGITEM);
P_SetScale(drop, drop->scale>>4);
@@ -4461,7 +4463,7 @@ void K_DropRocketSneaker(player_t *player)
fixed_t flingangle;
boolean leftshoe = true; //left shoe is first
if (!(player->mo && !P_MobjWasRemoved(player->mo) && player->mo->hnext && !P_MobjWasRemoved(player->mo->hnext)))
if (!(!P_MobjWasRemoved(player->mo) && player->mo->hnext && !P_MobjWasRemoved(player->mo->hnext)))
return;
while ((shoe = shoe->hnext) && !P_MobjWasRemoved(shoe))
@@ -4500,7 +4502,7 @@ void K_DropRocketSneaker(player_t *player)
void K_DropKitchenSink(player_t *player)
{
if (!(player->mo && !P_MobjWasRemoved(player->mo) && player->mo->hnext && !P_MobjWasRemoved(player->mo->hnext)))
if (!(!P_MobjWasRemoved(player->mo) && player->mo->hnext && !P_MobjWasRemoved(player->mo->hnext)))
return;
if (player->mo->hnext->type != MT_SINK_SHIELD)
@@ -4517,13 +4519,13 @@ void K_RepairOrbitChain(mobj_t *orbit)
mobj_t *cachenext = orbit->hnext;
// First, repair the chain
if (orbit->hnext && orbit->hnext->health && !P_MobjWasRemoved(orbit->hnext))
if (!P_MobjWasRemoved(orbit->hnext) && orbit->hnext->health)
{
P_SetTarget(&orbit->hnext->hprev, orbit->hprev);
P_SetTarget(&orbit->hnext, NULL);
}
if (orbit->hprev && orbit->hprev->health && !P_MobjWasRemoved(orbit->hprev))
if (!P_MobjWasRemoved(orbit->hprev) && orbit->hprev->health)
{
P_SetTarget(&orbit->hprev->hnext, cachenext);
P_SetTarget(&orbit->hprev, NULL);
@@ -4538,7 +4540,7 @@ void K_RepairOrbitChain(mobj_t *orbit)
mobj_t *cur = orbit->target->hnext;
mobj_t *prev = NULL;
while (cur && !P_MobjWasRemoved(cur))
while (!P_MobjWasRemoved(cur))
{
prev = cur;
cur = cur->hnext;
@@ -4738,7 +4740,7 @@ static void K_MoveHeldObjects(player_t *player)
player->kartstuff[k_bananadrag] = 0; // Just to make sure
while (cur && !P_MobjWasRemoved(cur))
while (!P_MobjWasRemoved(cur))
{
const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius); // mobj's distance from its Target, or Radius.
fixed_t z;
@@ -4816,7 +4818,7 @@ static void K_MoveHeldObjects(player_t *player)
if (P_IsObjectOnGround(player->mo) && player->speed > 0)
player->kartstuff[k_bananadrag]++;
while (cur && !P_MobjWasRemoved(cur))
while (!P_MobjWasRemoved(cur))
{
const fixed_t radius = FixedHypot(targ->radius, targ->radius) + FixedHypot(cur->radius, cur->radius);
angle_t ang;
@@ -4844,7 +4846,7 @@ static void K_MoveHeldObjects(player_t *player)
else
dist = cur->extravalue1/2;
if (!targ || P_MobjWasRemoved(targ))
if (P_MobjWasRemoved(targ))
continue;
// Shrink your items if the player shrunk too.
@@ -4902,7 +4904,7 @@ static void K_MoveHeldObjects(player_t *player)
mobj_t *cur = player->mo->hnext;
INT32 num = 0;
while (cur && !P_MobjWasRemoved(cur))
while (!P_MobjWasRemoved(cur))
{
const fixed_t radius = FixedHypot(player->mo->radius, player->mo->radius) + FixedHypot(cur->radius, cur->radius);
boolean vibrate = ((leveltime & 1) && !cur->tracer);
@@ -4967,7 +4969,7 @@ static void K_MoveHeldObjects(player_t *player)
}
if (cur->tracer && !P_MobjWasRemoved(cur->tracer))
if (!P_MobjWasRemoved(cur->tracer))
{
fixed_t diffx, diffy, diffz;
@@ -5708,7 +5710,7 @@ void K_KartPlayerAfterThink(player_t *player)
else
targ = K_FindJawzTarget(player->mo, player);
if (!targ || !targ->mo || P_MobjWasRemoved(targ->mo))
if (!targ || P_MobjWasRemoved(targ->mo))
{
player->kartstuff[k_lastjawztarget] = -1;
player->kartstuff[k_jawztargetdelay] = 0;
+7 -7
View File
@@ -181,7 +181,7 @@ static int lib_setState(lua_State *L)
switch(lua_type(L, 3))
{
case LUA_TNIL: // Null? Set the action to nothing, then.
state->action.acp1 = NULL;
state->action = NULL;
break;
case LUA_TSTRING: // It's a string, expect the name of a built-in action
LUA_SetActionByName(state, lua_tostring(L, 3));
@@ -193,7 +193,7 @@ static int lib_setState(lua_State *L)
lua_pushvalue(L, 3); // Bring it to the top of the stack
lua_rawset(L, -3); // Set it in the registry
lua_pop(L, 1); // pop LREG_STATEACTION
state->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata.
state->action = (actionf_p1)A_Lua; // Set the action for the userdata.
break;
default: // ?!
return luaL_typerror(L, 3, "function");
@@ -251,7 +251,7 @@ boolean LUA_SetLuaAction(void *stv, const char *action)
lua_pop(gL, 1); // pop LREG_STATEACTION
lua_pop(gL, 2); // pop the function and LREG_ACTIONS
st->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata.
st->action = (actionf_p1)A_Lua; // Set the action for the userdata.
return true; // action successfully set.
}
@@ -350,9 +350,9 @@ static int state_get(lua_State *L)
case state_action:
{
const char *name;
if (!st->action.acp1) // Action is NULL.
if (!st->action) // Action is NULL.
return 0; // return nil.
if (st->action.acp1 == (actionf_p1)A_Lua) { // This is a Lua function?
if (st->action == (actionf_p1)A_Lua) { // This is a Lua function?
lua_getfield(L, LUA_REGISTRYINDEX, LREG_STATEACTION);
I_Assert(lua_istable(L, -1));
lua_pushlightuserdata(L, st); // Push the state pointer and
@@ -428,7 +428,7 @@ static int state_set(lua_State *L)
switch(lua_type(L, 3))
{
case LUA_TNIL: // Null? Set the action to nothing, then.
st->action.acp1 = NULL;
st->action = NULL;
break;
case LUA_TSTRING: // It's a string, expect the name of a built-in action
LUA_SetActionByName(st, lua_tostring(L, 3));
@@ -440,7 +440,7 @@ static int state_set(lua_State *L)
lua_pushvalue(L, 3); // Bring it to the top of the stack
lua_rawset(L, -3); // Set it in the registry
lua_pop(L, 1); // pop LREG_STATEACTION
st->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata.
st->action = (actionf_p1)A_Lua; // Set the action for the userdata.
break;
default: // ?!
return luaL_typerror(L, 3, "function");
+1 -1
View File
@@ -227,4 +227,4 @@ int LUA_MathLib(lua_State *L)
lua_pushvalue(L, LUA_GLOBALSINDEX);
luaL_register(L, NULL, lib);
return 0;
}
}
+8 -5
View File
@@ -1224,7 +1224,7 @@ void LUA_Archive(savebuffer_t *save, boolean network)
{
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
// archive function will determine when to skip mobjs,
@@ -1264,15 +1264,18 @@ void LUA_UnArchive(savebuffer_t *save, boolean network)
{
do {
mobjnum = READUINT32(save->p); // read a mobjnum
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
if (((mobj_t *)th)->mobjnum == mobjnum) // find matching mobj
UnArchiveExtVars(&save->p, th, network); // apply variables
if (((mobj_t *)th)->mobjnum != mobjnum) // find matching mobj
continue;
UnArchiveExtVars(&save->p, th, network); // apply variables
}
} while(mobjnum != UINT32_MAX); // repeat until end of mobjs marker.
} while (mobjnum != UINT32_MAX); // repeat until end of mobjs marker.
LUA_HookNetArchive(NetUnArchive, save); // call the NetArchive hook in unarchive mode
}
+4 -4
View File
@@ -32,7 +32,7 @@ struct iterationState {
int next;
};
static int iterationState_gc(lua_State *L)
FUNCINLINE static ATTRINLINE int iterationState_gc(lua_State *L)
{
struct iterationState *it = luaL_checkudata(L, -1, META_ITERATIONSTATE);
if (it->next != LUA_REFNIL)
@@ -44,7 +44,7 @@ static int iterationState_gc(lua_State *L)
}
#define push_thinker(th) {\
if ((th)->function.acp1 == (actionf_p1)P_MobjThinker) \
if ((th)->function == (actionf_p1)P_MobjThinker) \
LUA_PushUserdata(L, (th), META_MOBJ); \
else \
lua_pushlightuserdata(L, (th)); \
@@ -88,7 +88,7 @@ static int lib_iterateThinkers(lua_State *L)
return luaL_error(L, "next thinker invalidated during iteration");
for (; next != &thinkercap; next = next->next)
if (!it->filter || next->function.acp1 == it->filter)
if (!it->filter || next->function == it->filter)
{
push_thinker(next);
if (next->next != &thinkercap)
@@ -130,4 +130,4 @@ int LUA_ThinkerLib(lua_State *L)
lua_setfield(L, -2, "iterate");
lua_setglobal(L, "thinkers");
return 0;
}
}
+1 -1
View File
@@ -732,7 +732,7 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo = (mobj_t *)th;
+4 -1
View File
@@ -7768,7 +7768,10 @@ static void M_PlaybackRewind(INT32 choice)
S_PauseAudio();
}
else
demo.rewinding = paused = true;
{
demo.rewinding = true;
paused = true;
}
}
else if (lastconfirmtime + TICRATE/2 < I_GetTime())
{
+8 -8
View File
@@ -590,9 +590,9 @@ static void PS_CountThinkers(void)
{
ps_thinkercount.value.i++;
if (thinker->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
if (thinker->function == (actionf_p1)P_RemoveThinkerDelayed)
ps_removecount.value.i++;
else if (thinker->function.acp1 == (actionf_p1)P_MobjThinker)
else if (thinker->function == (actionf_p1)P_MobjThinker)
{
mobj_t *mobj = (mobj_t*)thinker;
ps_mobjcount.value.i++;
@@ -609,7 +609,7 @@ static void PS_CountThinkers(void)
for (thinker = precipcap.next; thinker != &precipcap; thinker = thinker->next)
{
if (thinker->function.acp1 != (actionf_p1)P_NullPrecipThinker)
if (thinker->function != (actionf_p1)P_NullPrecipThinker)
continue; // not a precipmobj thinker
ps_precipcount.value.i++;
@@ -620,7 +620,7 @@ static void PS_CountThinkers(void)
for (thinker = thlist[i].next; thinker != &thlist[i]; thinker = thinker->next)
{
ps_thinkercount.value.i++;
if (thinker->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
if (thinker->function == (actionf_p1)P_RemoveThinkerDelayed)
ps_removecount.value.i++;
else if (i == THINK_POLYOBJ)
ps_polythcount.value.i++;
@@ -628,7 +628,7 @@ static void PS_CountThinkers(void)
ps_mainthcount.value.i++;
else if (i == THINK_MOBJ)
{
if (thinker->function.acp1 == (actionf_p1)P_MobjThinker)
if (thinker->function == (actionf_p1)P_MobjThinker)
{
mobj_t *mobj = (mobj_t*)thinker;
ps_mobjcount.value.i++;
@@ -739,7 +739,7 @@ static void PS_DrawDescriptorHeader(void)
int samples_left = max(ps_frame_samples_left, ps_tick_samples_left);
int x, y;
if (cv_perfstats.value >= 3)
if (cv_perfstats.value >= 3)
{
x = 2;
y = 0;
@@ -892,7 +892,7 @@ static void draw_think_frame_stats(int hook_length, ps_hookinfo_t *hook)
PS_DrawDescriptorHeader();
for (i = 0; i < hook_length; i++)
for (i = 0; i < hook_length; i++)
{
#define NEXT_ROW() y += HEIGHT;
@@ -1010,7 +1010,7 @@ void M_DrawPerfStats(void)
// tics when frame skips happen
PS_DrawGameLogicStats();
}
else if (cv_perfstats.value >= 3) // lua thinkframe
else if (cv_perfstats.value >= 3) // lua thinkframe
{
if (!PS_IsLevelActive())
return;
-4
View File
@@ -30,11 +30,7 @@ typedef union
typedef struct
{
msg_header_t header;
#ifndef HAVE_IPV6
char ip[16];
#else
char ip[sizeof "ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff"];
#endif
char port[8];
char contact[32];
char version[8]; // format is: x.yy.z (like 1.30.2 or 1.31)
+2 -2
View File
@@ -412,7 +412,7 @@ INT32 EV_DoCeiling(line_t *line, ceiling_e type)
ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL);
P_AddThinker(&ceiling->thinker);
sec->ceilingdata = ceiling;
ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
ceiling->thinker.function = (actionf_p1)T_MoveCeiling;
ceiling->sector = sec;
ceiling->crush = false;
ceiling->sourceline = (INT32)(line-lines);
@@ -635,7 +635,7 @@ INT32 EV_DoCrush(line_t *line, ceiling_e type)
ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL);
P_AddThinker(&ceiling->thinker);
sec->ceilingdata = ceiling;
ceiling->thinker.function.acp1 = (actionf_p1)T_CrushCeiling;
ceiling->thinker.function = (actionf_p1)T_CrushCeiling;
ceiling->sector = sec;
ceiling->crush = true;
ceiling->sourceline = (INT32)(line-lines);
+1007 -884
View File
File diff suppressed because it is too large. Load diff
+7 -7
View File
@@ -2483,7 +2483,7 @@ void T_CameraScanner(elevator_t *elevator)
for (UINT8 i = 0; i <= splitscreen; i++)
{
if (!players[displayplayers[i]].mo || P_MobjWasRemoved(players[displayplayers[i]].mo))
if (P_MobjWasRemoved(players[displayplayers[i]].mo))
continue;
if (players[displayplayers[i]].mo->subsector->sector == elevator->actionsector)
@@ -2545,7 +2545,7 @@ INT32 EV_DoFloor(line_t *line, floor_e floortype)
sec->floordata = dofloor;
// set up some generic aspects of the floormove_t
dofloor->thinker.function.acp1 = (actionf_p1)T_MoveFloor;
dofloor->thinker.function = (actionf_p1)T_MoveFloor;
dofloor->type = floortype;
dofloor->crush = false; // default: types that crush will change this
dofloor->sector = sec;
@@ -2766,7 +2766,7 @@ INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed)
P_AddThinker(&elevator->thinker);
sec->floordata = elevator;
sec->ceilingdata = elevator;
elevator->thinker.function.acp1 = (actionf_p1)T_MoveElevator;
elevator->thinker.function = (actionf_p1)T_MoveElevator;
elevator->type = elevtype;
elevator->sourceline = line;
elevator->distance = 1; // Always crush unless otherwise
@@ -2954,7 +2954,7 @@ INT32 EV_BounceSector(sector_t *sec, fixed_t momz, line_t *sourceline)
bouncer = Z_Calloc(sizeof (*bouncer), PU_LEVSPEC, NULL);
P_AddThinker(&bouncer->thinker);
sec->ceilingdata = bouncer;
bouncer->thinker.function.acp1 = (actionf_p1)T_BounceCheese;
bouncer->thinker.function = (actionf_p1)T_BounceCheese;
// set up the fields according to the type of elevator action
bouncer->sector = sec;
@@ -2991,7 +2991,7 @@ INT32 EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, bool
// create and initialize new thinker
faller = Z_Calloc(sizeof (*faller), PU_LEVSPEC, NULL);
P_AddThinker(&faller->thinker);
faller->thinker.function.acp1 = (actionf_p1)T_ContinuousFalling;
faller->thinker.function = (actionf_p1)T_ContinuousFalling;
// set up the fields
faller->sector = sec;
@@ -3044,7 +3044,7 @@ INT32 EV_StartCrumble(sector_t *sec, ffloor_t *rover, boolean floating,
// create and initialize new elevator thinker
elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL);
P_AddThinker(&elevator->thinker);
elevator->thinker.function.acp1 = (actionf_p1)T_StartCrumble;
elevator->thinker.function = (actionf_p1)T_StartCrumble;
// Does this crumbler return?
if (crumblereturn)
@@ -3123,7 +3123,7 @@ INT32 EV_MarioBlock(sector_t *sec, sector_t *roversector, fixed_t topheight, mob
P_AddThinker(&block->thinker);
sec->floordata = block;
sec->ceilingdata = block;
block->thinker.function.acp1 = (actionf_p1)T_MarioBlock;
block->thinker.function = (actionf_p1)T_MarioBlock;
// Set up the fields
block->sector = sec;
+8 -8
View File
@@ -473,7 +473,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->spectator)
return;
if (special->tracer && !P_MobjWasRemoved(special->tracer) && toucher == special->tracer)
if (!P_MobjWasRemoved(special->tracer) && toucher == special->tracer)
{
mobj_t *spbexplode;
@@ -487,7 +487,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
spbexplode = P_SpawnMobj(toucher->x, toucher->y, toucher->z, MT_SPBEXPLOSION);
spbexplode->extravalue1 = 1; // Tell K_ExplodePlayer to use extra knockback
if (special->target && !P_MobjWasRemoved(special->target))
if (!P_MobjWasRemoved(special->target))
P_SetTarget(&spbexplode->target, special->target);
P_RemoveMobj(special);
@@ -496,7 +496,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
K_SpinPlayer(player, special->target, 0, special, false);
return;
case MT_SMK_MOLE:
if (special->target && !P_MobjWasRemoved(special->target))
if (!P_MobjWasRemoved(special->target))
return;
if (special->health <= 0 || toucher->health <= 0)
@@ -961,7 +961,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// scan the remaining thinkers to find koopa
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
@@ -1765,7 +1765,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
case MT_SMK_ICEBLOCK:
{
mobj_t *cur = target->hnext;
while (cur && !P_MobjWasRemoved(cur))
while (!P_MobjWasRemoved(cur))
{
P_SetMobjState(cur, S_SMK_ICEBLOCK2);
cur = cur->hnext;
@@ -1816,7 +1816,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
// this can happen if the boss was hurt earlier than expected
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo = (mobj_t *)th;
@@ -1838,14 +1838,14 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
// kill tracer
if (target->type == MT_FROGGER)
{
if (target->tracer && !P_MobjWasRemoved(target->tracer))
if (!P_MobjWasRemoved(target->tracer))
P_KillMobj(target->tracer, inflictor, source);
}
if (target->type == MT_FROGGER || target->type == MT_ROBRA_HEAD || target->type == MT_BLUEROBRA_HEAD) // clean hnext list
{
mobj_t *cur = target->hnext;
while (cur && !P_MobjWasRemoved(cur))
while (!P_MobjWasRemoved(cur))
{
P_KillMobj(cur, inflictor, source);
cur = cur->hnext;
+6 -6
View File
@@ -78,7 +78,7 @@ fireflicker_t *P_SpawnAdjustableFireFlicker(sector_t *minsector, sector_t *maxse
P_AddThinker(&flick->thinker);
flick->thinker.function.acp1 = (actionf_p1)T_FireFlicker;
flick->thinker.function = (actionf_p1)T_FireFlicker;
flick->sector = maxsector;
flick->maxlight = maxsector->lightlevel;
flick->minlight = minsector->lightlevel;
@@ -140,7 +140,7 @@ void P_SpawnLightningFlash(sector_t *sector)
if (sector->lightingdata)
{
if (((lightflash_t *)sector->lightingdata)->thinker.function.acp1
if (((lightflash_t *)sector->lightingdata)->thinker.function
== (actionf_p1)T_LightningFlash)
{
// lightning was already flashing in this sector
@@ -157,7 +157,7 @@ void P_SpawnLightningFlash(sector_t *sector)
P_AddThinker(&flash->thinker);
flash->thinker.function.acp1 = (actionf_p1)T_LightningFlash;
flash->thinker.function = (actionf_p1)T_LightningFlash;
flash->sector = sector;
flash->maxlight = 255;
flash->minlight = minlight;
@@ -219,7 +219,7 @@ strobe_t *P_SpawnAdjustableStrobeFlash(sector_t *minsector, sector_t *maxsector,
flash->sector = maxsector;
flash->darktime = darktime;
flash->brighttime = brighttime;
flash->thinker.function.acp1 = (actionf_p1)T_StrobeFlash;
flash->thinker.function = (actionf_p1)T_StrobeFlash;
flash->maxlight = maxsector->lightlevel;
flash->minlight = minsector->lightlevel;
@@ -301,7 +301,7 @@ glow_t *P_SpawnAdjustableGlowingLight(sector_t *minsector, sector_t *maxsector,
g->minlight = g->maxlight;
g->maxlight = oops;
}
g->thinker.function.acp1 = (actionf_p1)T_Glow;
g->thinker.function = (actionf_p1)T_Glow;
g->direction = 1;
g->speed = length/4;
if (g->speed > (g->maxlight - g->minlight)/2) // don't make it ridiculous speed
@@ -347,7 +347,7 @@ void P_FadeLight(INT16 tag, INT32 destvalue, INT32 speed)
P_RemoveLighting(sector); // remove the old lighting effect first
ll = Z_Calloc(sizeof (*ll), PU_LEVSPEC, NULL);
ll->thinker.function.acp1 = (actionf_p1)T_LightFade;
ll->thinker.function = (actionf_p1)T_LightFade;
sector->lightingdata = ll; // set it to the lightlevel_t
P_AddThinker(&ll->thinker); // add thinker
+1 -1
View File
@@ -279,7 +279,7 @@ void P_SceneryThinker(mobj_t *mobj);
// To test it in Lua, check mobj.valid
FUNCINLINE static ATTRINLINE boolean P_MobjWasRemoved(const mobj_t *mobj)
{
return (!mobj || mobj->thinker.function.acp1 != (actionf_p1)P_MobjThinker);
return (!mobj || mobj->thinker.function != (actionf_p1)P_MobjThinker);
}
fixed_t P_MobjFloorZ(mobj_t *mobj, sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, line_t *line, boolean lowest, boolean perfect);
+2 -2
View File
@@ -321,7 +321,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true;
// Ignore... things.
if (!tmthing || !thing || P_MobjWasRemoved(thing))
if (!tmthing || P_MobjWasRemoved(thing))
return true;
I_Assert(!P_MobjWasRemoved(tmthing));
@@ -3626,7 +3626,7 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush)
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)T_StartCrumble)
if (think->function != (actionf_p1)T_StartCrumble)
continue;
crumbler = (elevator_t *)think;
+1548 -1473
View File
File diff suppressed because it is too large. Load diff
+13 -13
View File
@@ -1557,7 +1557,7 @@ void Polyobj_InitLevel(void)
// the mobj_t pointers on a queue for use below.
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mobj_t *mo = (mobj_t *)th;
@@ -1832,7 +1832,7 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
// We redo this each tic to make savegame compatibility easier.
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
{
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
if (wp->function != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)wp;
@@ -1916,7 +1916,7 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
// Find next waypoint
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
{
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
if (wp->function != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)wp;
@@ -1955,7 +1955,7 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
{
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
if (wp->function != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)wp;
@@ -1992,7 +1992,7 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
{
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
if (wp->function != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)wp;
@@ -2357,7 +2357,7 @@ INT32 EV_DoPolyObjRotate(polyrotdata_t *prdata)
// create a new thinker
th = Z_Malloc(sizeof(polyrotate_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjRotate;
th->thinker.function = (actionf_p1)T_PolyObjRotate;
PolyObj_AddThinker(&th->thinker);
po->thinker = &th->thinker;
@@ -2425,7 +2425,7 @@ INT32 EV_DoPolyObjMove(polymovedata_t *pmdata)
// create a new thinker
th = Z_Malloc(sizeof(polymove_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjMove;
th->thinker.function = (actionf_p1)T_PolyObjMove;
PolyObj_AddThinker(&th->thinker);
po->thinker = &th->thinker;
@@ -2491,7 +2491,7 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
// create a new thinker
th = Z_Malloc(sizeof(polywaypoint_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjWaypoint;
th->thinker.function = (actionf_p1)T_PolyObjWaypoint;
PolyObj_AddThinker(&th->thinker);
po->thinker = &th->thinker;
@@ -2512,7 +2512,7 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
// Find the first waypoint we need to use
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
{
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
if (wp->function != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)wp;
@@ -2627,7 +2627,7 @@ static void Polyobj_doSlideDoor(polyobj_t *po, polydoordata_t *doordata)
// allocate and add a new slide door thinker
th = Z_Malloc(sizeof(polyslidedoor_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyDoorSlide;
th->thinker.function = (actionf_p1)T_PolyDoorSlide;
PolyObj_AddThinker(&th->thinker);
// point the polyobject to this thinker
@@ -2678,7 +2678,7 @@ static void Polyobj_doSwingDoor(polyobj_t *po, polydoordata_t *doordata)
// allocate and add a new swing door thinker
th = Z_Malloc(sizeof(polyswingdoor_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyDoorSwing;
th->thinker.function = (actionf_p1)T_PolyDoorSwing;
PolyObj_AddThinker(&th->thinker);
// point the polyobject to this thinker
@@ -2763,7 +2763,7 @@ INT32 EV_DoPolyObjDisplace(polydisplacedata_t *prdata)
// create a new thinker
th = Z_Malloc(sizeof(polydisplace_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjDisplace;
th->thinker.function = (actionf_p1)T_PolyObjDisplace;
PolyObj_AddThinker(&th->thinker);
po->thinker = &th->thinker;
@@ -2867,7 +2867,7 @@ INT32 EV_DoPolyObjFlag(line_t *pfdata)
// create a new thinker
th = Z_Malloc(sizeof(polymove_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjFlag;
th->thinker.function = (actionf_p1)T_PolyObjFlag;
PolyObj_AddThinker(&th->thinker);
po->thinker = &th->thinker;
+67 -67
View File
@@ -1677,194 +1677,194 @@ static void P_NetArchiveThinkers(savebuffer_t *save)
// save off the current thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
if (th->function == (actionf_p1)P_RemoveThinkerDelayed)
continue;
numsaved++;
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
if (th->function == (actionf_p1)P_MobjThinker)
{
SaveMobjThinker(save, th, tc_mobj);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_MoveCeiling)
else if (th->function == (actionf_p1)T_MoveCeiling)
{
SaveCeilingThinker(save, th, tc_ceiling);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_CrushCeiling)
else if (th->function == (actionf_p1)T_CrushCeiling)
{
SaveCeilingThinker(save, th, tc_crushceiling);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_MoveFloor)
else if (th->function == (actionf_p1)T_MoveFloor)
{
SaveFloormoveThinker(save, th, tc_floor);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_LightningFlash)
else if (th->function == (actionf_p1)T_LightningFlash)
{
SaveLightflashThinker(save, th, tc_flash);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_StrobeFlash)
else if (th->function == (actionf_p1)T_StrobeFlash)
{
SaveStrobeThinker(save, th, tc_strobe);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_Glow)
else if (th->function == (actionf_p1)T_Glow)
{
SaveGlowThinker(save, th, tc_glow);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_FireFlicker)
else if (th->function == (actionf_p1)T_FireFlicker)
{
SaveFireflickerThinker(save, th, tc_fireflicker);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_MoveElevator)
else if (th->function == (actionf_p1)T_MoveElevator)
{
SaveElevatorThinker(save, th, tc_elevator);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_ContinuousFalling)
else if (th->function == (actionf_p1)T_ContinuousFalling)
{
SaveSpecialLevelThinker(save, th, tc_continuousfalling);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_ThwompSector)
else if (th->function == (actionf_p1)T_ThwompSector)
{
SaveSpecialLevelThinker(save, th, tc_thwomp);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_NoEnemiesSector)
else if (th->function == (actionf_p1)T_NoEnemiesSector)
{
SaveSpecialLevelThinker(save, th, tc_noenemies);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_EachTimeThinker)
else if (th->function == (actionf_p1)T_EachTimeThinker)
{
SaveSpecialLevelThinker(save, th, tc_eachtime);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_RaiseSector)
else if (th->function == (actionf_p1)T_RaiseSector)
{
SaveSpecialLevelThinker(save, th, tc_raisesector);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_CameraScanner)
else if (th->function == (actionf_p1)T_CameraScanner)
{
SaveElevatorThinker(save, th, tc_camerascanner);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_Scroll)
else if (th->function == (actionf_p1)T_Scroll)
{
SaveScrollThinker(save, th, tc_scroll);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_Friction)
else if (th->function == (actionf_p1)T_Friction)
{
SaveFrictionThinker(save, th, tc_friction);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_Pusher)
else if (th->function == (actionf_p1)T_Pusher)
{
SavePusherThinker(save, th, tc_pusher);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_BounceCheese)
else if (th->function == (actionf_p1)T_BounceCheese)
{
SaveSpecialLevelThinker(save, th, tc_bouncecheese);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_StartCrumble)
else if (th->function == (actionf_p1)T_StartCrumble)
{
SaveElevatorThinker(save, th, tc_startcrumble);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_MarioBlock)
else if (th->function == (actionf_p1)T_MarioBlock)
{
SaveSpecialLevelThinker(save, th, tc_marioblock);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_MarioBlockChecker)
else if (th->function == (actionf_p1)T_MarioBlockChecker)
{
SaveSpecialLevelThinker(save, th, tc_marioblockchecker);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_SpikeSector)
else if (th->function == (actionf_p1)T_SpikeSector)
{
SaveSpecialLevelThinker(save, th, tc_spikesector);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_FloatSector)
else if (th->function == (actionf_p1)T_FloatSector)
{
SaveSpecialLevelThinker(save, th, tc_floatsector);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_BridgeThinker)
else if (th->function == (actionf_p1)T_BridgeThinker)
{
SaveSpecialLevelThinker(save, th, tc_bridgethinker);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_LaserFlash)
else if (th->function == (actionf_p1)T_LaserFlash)
{
SaveLaserThinker(save, th, tc_laserflash);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_LightFade)
else if (th->function == (actionf_p1)T_LightFade)
{
SaveLightlevelThinker(save, th, tc_lightfade);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_ExecutorDelay)
else if (th->function == (actionf_p1)T_ExecutorDelay)
{
SaveExecutorThinker(save, th, tc_executor);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_Disappear)
else if (th->function == (actionf_p1)T_Disappear)
{
SaveDisappearThinker(save, th, tc_disappear);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyObjRotate)
else if (th->function == (actionf_p1)T_PolyObjRotate)
{
SavePolyrotatetThinker(save, th, tc_polyrotate);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyObjMove)
else if (th->function == (actionf_p1)T_PolyObjMove)
{
SavePolymoveThinker(save, th, tc_polymove);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyObjWaypoint)
else if (th->function == (actionf_p1)T_PolyObjWaypoint)
{
SavePolywaypointThinker(save, th, tc_polywaypoint);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyDoorSlide)
else if (th->function == (actionf_p1)T_PolyDoorSlide)
{
SavePolyslidedoorThinker(save, th, tc_polyslidedoor);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyDoorSwing)
else if (th->function == (actionf_p1)T_PolyDoorSwing)
{
SavePolyswingdoorThinker(save, th, tc_polyswingdoor);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyObjFlag)
else if (th->function == (actionf_p1)T_PolyObjFlag)
{
SavePolymoveThinker(save, th, tc_polyflag);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_PolyObjDisplace)
else if (th->function == (actionf_p1)T_PolyObjDisplace)
{
SavePolydisplaceThinker(save, th, tc_polydisplace);
continue;
}
#ifdef PARANOIA
else if (th->function.acp1 != (actionf_p1)P_RemoveThinkerDelayed) // wait garbage collection
I_Error("unknown thinker type %p", th->function.acp1);
else if (th->function != (actionf_p1)P_RemoveThinkerDelayed) // wait garbage collection
I_Error("unknown thinker type %p", th->function);
#endif
}
@@ -1884,7 +1884,7 @@ mobj_t *P_FindNewPosition(UINT32 oldposition)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mobj = (mobj_t *)th;
@@ -1983,7 +1983,7 @@ static void LoadMobjThinker(savebuffer_t *save, actionf_p1 thinker)
mobj = AllocMobj();
// declare this as a valid mobj as soon as possible.
mobj->thinker.function.acp1 = thinker;
mobj->thinker.function = thinker;
mobj->z = z;
mobj->floorz = floorz;
@@ -2216,7 +2216,7 @@ static void LoadSpecialLevelThinker(savebuffer_t *save, actionf_p1 thinker, UINT
{
levelspecthink_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
size_t i;
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
for (i = 0; i < 16; i++)
{
ht->vars[i] = READFIXED(save->p); //var[16]
@@ -2244,7 +2244,7 @@ static void LoadSpecialLevelThinker(savebuffer_t *save, actionf_p1 thinker, UINT
static void LoadCeilingThinker(savebuffer_t *save, actionf_p1 thinker)
{
ceiling_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->type = READUINT8(save->p);
ht->sector = LoadSector(READUINT32(save->p));
ht->bottomheight = READFIXED(save->p);
@@ -2273,7 +2273,7 @@ static void LoadCeilingThinker(savebuffer_t *save, actionf_p1 thinker)
static void LoadFloormoveThinker(savebuffer_t *save, actionf_p1 thinker)
{
floormove_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->type = READUINT8(save->p);
ht->crush = READUINT8(save->p);
ht->sector = LoadSector(READUINT32(save->p));
@@ -2297,7 +2297,7 @@ static void LoadFloormoveThinker(savebuffer_t *save, actionf_p1 thinker)
static void LoadLightflashThinker(savebuffer_t *save, actionf_p1 thinker)
{
lightflash_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->sector = LoadSector(READUINT32(save->p));
ht->maxlight = READINT32(save->p);
ht->minlight = READINT32(save->p);
@@ -2314,7 +2314,7 @@ static void LoadLightflashThinker(savebuffer_t *save, actionf_p1 thinker)
static void LoadStrobeThinker(savebuffer_t *save, actionf_p1 thinker)
{
strobe_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->sector = LoadSector(READUINT32(save->p));
ht->count = READINT32(save->p);
ht->minlight = READINT32(save->p);
@@ -2334,7 +2334,7 @@ static void LoadStrobeThinker(savebuffer_t *save, actionf_p1 thinker)
static void LoadGlowThinker(savebuffer_t *save, actionf_p1 thinker)
{
glow_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->sector = LoadSector(READUINT32(save->p));
ht->minlight = READINT32(save->p);
ht->maxlight = READINT32(save->p);
@@ -2353,7 +2353,7 @@ static void LoadGlowThinker(savebuffer_t *save, actionf_p1 thinker)
static void LoadFireflickerThinker(savebuffer_t *save, actionf_p1 thinker)
{
fireflicker_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->sector = LoadSector(READUINT32(save->p));
ht->count = READINT32(save->p);
ht->resetcount = READINT32(save->p);
@@ -2372,7 +2372,7 @@ static void LoadFireflickerThinker(savebuffer_t *save, actionf_p1 thinker)
static void LoadElevatorThinker(savebuffer_t *save, actionf_p1 thinker, UINT8 floorOrCeiling)
{
elevator_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->type = READUINT8(save->p);
ht->sector = LoadSector(READUINT32(save->p));
ht->actionsector = LoadSector(READUINT32(save->p));
@@ -2410,7 +2410,7 @@ static void LoadElevatorThinker(savebuffer_t *save, actionf_p1 thinker, UINT8 fl
static void LoadScrollThinker(savebuffer_t *save, actionf_p1 thinker)
{
scroll_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->dx = READFIXED(save->p);
ht->dy = READFIXED(save->p);
ht->affectee = READINT32(save->p);
@@ -2432,7 +2432,7 @@ static void LoadScrollThinker(savebuffer_t *save, actionf_p1 thinker)
static inline void LoadFrictionThinker(savebuffer_t *save, actionf_p1 thinker)
{
friction_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->friction = READINT32(save->p);
ht->movefactor = READINT32(save->p);
ht->affectee = READINT32(save->p);
@@ -2449,7 +2449,7 @@ static inline void LoadFrictionThinker(savebuffer_t *save, actionf_p1 thinker)
static void LoadPusherThinker(savebuffer_t *save, actionf_p1 thinker)
{
pusher_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->type = READUINT8(save->p);
ht->x_mag = READINT32(save->p);
ht->y_mag = READINT32(save->p);
@@ -2476,7 +2476,7 @@ static inline void LoadLaserThinker(savebuffer_t *save, actionf_p1 thinker)
{
laserthink_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ffloor_t *rover = NULL;
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->sector = LoadSector(READUINT32(save->p));
ht->sec = LoadSector(READUINT32(save->p));
ht->sourceline = LoadLine(READUINT32(save->p));
@@ -2495,7 +2495,7 @@ static inline void LoadLaserThinker(savebuffer_t *save, actionf_p1 thinker)
FUNCINLINE static ATTRINLINE void LoadLightlevelThinker(savebuffer_t *save, actionf_p1 thinker)
{
lightlevel_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->sector = LoadSector(READUINT32(save->p));
ht->destlevel = READINT32(save->p);
ht->speed = READINT32(save->p);
@@ -2512,7 +2512,7 @@ FUNCINLINE static ATTRINLINE void LoadLightlevelThinker(savebuffer_t *save, acti
static inline void LoadExecutorThinker(savebuffer_t *save, actionf_p1 thinker)
{
executor_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->line = LoadLine(READUINT32(save->p));
ht->caller = LoadMobj(READUINT32(save->p));
ht->sector = LoadSector(READUINT32(save->p));
@@ -2528,7 +2528,7 @@ static inline void LoadExecutorThinker(savebuffer_t *save, actionf_p1 thinker)
static inline void LoadDisappearThinker(savebuffer_t *save, actionf_p1 thinker)
{
disappear_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->appeartime = READUINT32(save->p);
ht->disappeartime = READUINT32(save->p);
ht->offset = READUINT32(save->p);
@@ -2547,7 +2547,7 @@ static inline void LoadDisappearThinker(savebuffer_t *save, actionf_p1 thinker)
static inline void LoadPolyrotatetThinker(savebuffer_t *save, actionf_p1 thinker)
{
polyrotate_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->polyObjNum = READINT32(save->p);
ht->speed = READINT32(save->p);
ht->distance = READINT32(save->p);
@@ -2563,7 +2563,7 @@ static inline void LoadPolyrotatetThinker(savebuffer_t *save, actionf_p1 thinker
static void LoadPolymoveThinker(savebuffer_t *save, actionf_p1 thinker)
{
polymove_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->polyObjNum = READINT32(save->p);
ht->speed = READINT32(save->p);
ht->momx = READFIXED(save->p);
@@ -2581,7 +2581,7 @@ static void LoadPolymoveThinker(savebuffer_t *save, actionf_p1 thinker)
static inline void LoadPolywaypointThinker(savebuffer_t *save, actionf_p1 thinker)
{
polywaypoint_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->polyObjNum = READINT32(save->p);
ht->speed = READINT32(save->p);
ht->sequence = READINT32(save->p);
@@ -2605,7 +2605,7 @@ static inline void LoadPolywaypointThinker(savebuffer_t *save, actionf_p1 thinke
static inline void LoadPolyslidedoorThinker(savebuffer_t *save, actionf_p1 thinker)
{
polyslidedoor_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->polyObjNum = READINT32(save->p);
ht->delay = READINT32(save->p);
ht->delayCount = READINT32(save->p);
@@ -2630,7 +2630,7 @@ static inline void LoadPolyslidedoorThinker(savebuffer_t *save, actionf_p1 think
static inline void LoadPolyswingdoorThinker(savebuffer_t *save, actionf_p1 thinker)
{
polyswingdoor_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->polyObjNum = READINT32(save->p);
ht->delay = READINT32(save->p);
ht->delayCount = READINT32(save->p);
@@ -2650,7 +2650,7 @@ static inline void LoadPolyswingdoorThinker(savebuffer_t *save, actionf_p1 think
static inline void LoadPolydisplaceThinker(savebuffer_t *save, actionf_p1 thinker)
{
polydisplace_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->thinker.function = thinker;
ht->polyObjNum = READINT32(save->p);
ht->controlSector = LoadSector(READUINT32(save->p));
ht->dx = READFIXED(save->p);
@@ -2680,7 +2680,7 @@ static void P_NetUnArchiveThinkers(savebuffer_t *save)
{
next = currentthinker->next;
if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
if (currentthinker->function == (actionf_p1)P_MobjThinker)
P_RemoveSavegameMobj((mobj_t *)currentthinker); // item isn't saved, don't remove it
else
{
@@ -2874,7 +2874,7 @@ static void P_NetUnArchiveThinkers(savebuffer_t *save)
for (currentthinker = thinkercap.next; currentthinker != &thinkercap;
currentthinker = currentthinker->next)
{
if (currentthinker->function.acp1 != (actionf_p1)T_ExecutorDelay)
if (currentthinker->function != (actionf_p1)T_ExecutorDelay)
continue;
delay = (void *)currentthinker;
@@ -2989,7 +2989,7 @@ static inline void P_FinishMobjs(void)
for (currentthinker = thinkercap.next; currentthinker != &thinkercap;
currentthinker = currentthinker->next)
{
if (currentthinker->function.acp1 != (actionf_p1)P_MobjThinker)
if (currentthinker->function != (actionf_p1)P_MobjThinker)
continue;
mobj = (mobj_t *)currentthinker;
@@ -3014,7 +3014,7 @@ static void P_RelinkPointers(void)
for (currentthinker = thinkercap.next; currentthinker != &thinkercap;
currentthinker = currentthinker->next)
{
if (currentthinker->function.acp1 != (actionf_p1)P_MobjThinker)
if (currentthinker->function != (actionf_p1)P_MobjThinker)
continue;
mobj = (mobj_t *)currentthinker;
@@ -3431,7 +3431,7 @@ void P_SaveNetGame(savebuffer_t *save, boolean resending)
{
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mobj = (mobj_t *)th;
+1 -1
View File
@@ -3071,7 +3071,7 @@ boolean P_SetupLevel(boolean fromnetsave, boolean reloadinggamestate)
if (!fromnetsave) // uglier hack
{ // to make a newly loaded level start on the second frame.
INT32 buf = gametic % BACKUPTICS;
INT32 buf = gametic % TICQUEUE;
for (i = 0; i < MAXPLAYERS; i++)
{
+34 -33
View File
@@ -1302,7 +1302,7 @@ static void P_AddExecutorDelay(line_t *line, mobj_t *mobj, sector_t *sector)
e = Z_Calloc(sizeof (*e), PU_LEVSPEC, NULL);
e->thinker.function.acp1 = (actionf_p1)T_ExecutorDelay;
e->thinker.function = (actionf_p1)T_ExecutorDelay;
e->line = line;
e->sector = sector;
e->timer = (line->backsector->ceilingheight>>FRACBITS)+(line->backsector->floorheight>>FRACBITS);
@@ -2602,7 +2602,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)T_Scroll)
if (th->function != (actionf_p1)T_Scroll)
continue;
scroller = (scroll_t *)th;
@@ -2937,7 +2937,7 @@ void P_SetupSignExit(player_t *player)
// spin all signposts in the level then.
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
if (think->function != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
thing = (mobj_t *)think;
@@ -2986,7 +2986,7 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
if (think->function != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
mo = (mobj_t *)think;
@@ -3419,7 +3419,7 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
// The chimps are my friends.. heeheeheheehehee..... - LouisJM
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
@@ -3760,7 +3760,7 @@ DoneSection2:
// to find the first waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
@@ -3833,7 +3833,7 @@ DoneSection2:
// to find the last waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
@@ -3889,6 +3889,7 @@ DoneSection2:
{
if (!playeringame[i] || players[i].spectator)
continue;
nump++;
}
@@ -4044,7 +4045,7 @@ DoneSection2:
// to find the first waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
@@ -4082,7 +4083,7 @@ DoneSection2:
// Find waypoint before this one (waypointlow)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
@@ -4109,7 +4110,7 @@ DoneSection2:
// Find waypoint after this one (waypointhigh)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
@@ -4799,7 +4800,7 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
break;
// Should this FOF have spikeness?
if (th->function.acp1 == (actionf_p1)T_SpikeSector)
if (th->function == (actionf_p1)T_SpikeSector)
{
lst = (levelspecthink_t *)th;
@@ -4807,7 +4808,7 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
P_AddSpikeThinker(sec, (INT32)sec2num);
}
// Should this FOF have friction?
else if(th->function.acp1 == (actionf_p1)T_Friction)
else if(th->function == (actionf_p1)T_Friction)
{
f = (friction_t *)th;
@@ -4815,7 +4816,7 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
Add_Friction(f->friction, f->movefactor, (INT32)(sec-sectors), f->affectee);
}
// Should this FOF have wind/current/pusher?
else if(th->function.acp1 == (actionf_p1)T_Pusher)
else if(th->function == (actionf_p1)T_Pusher)
{
p = (pusher_t *)th;
@@ -4906,7 +4907,7 @@ static void P_AddSpikeThinker(sector_t *sec, INT32 referrer)
spikes = Z_Calloc(sizeof (*spikes), PU_LEVSPEC, NULL);
P_AddThinker(&spikes->thinker);
spikes->thinker.function.acp1 = (actionf_p1)T_SpikeSector;
spikes->thinker.function = (actionf_p1)T_SpikeSector;
spikes->sector = sec;
spikes->vars[0] = referrer;
@@ -4928,7 +4929,7 @@ static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline)
floater = Z_Calloc(sizeof (*floater), PU_LEVSPEC, NULL);
P_AddThinker(&floater->thinker);
floater->thinker.function.acp1 = (actionf_p1)T_FloatSector;
floater->thinker.function = (actionf_p1)T_FloatSector;
floater->sector = sec;
floater->vars[0] = tag;
@@ -4957,7 +4958,7 @@ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline)
block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL);
P_AddThinker(&block->thinker);
block->thinker.function.acp1 = (actionf_p1)T_MarioBlockChecker;
block->thinker.function = (actionf_p1)T_MarioBlockChecker;
block->sourceline = sourceline;
block->sector = sec;
@@ -4986,7 +4987,7 @@ static void P_AddRaiseThinker(sector_t *sec, line_t *sourceline)
raise = Z_Calloc(sizeof (*raise), PU_LEVSPEC, NULL);
P_AddThinker(&raise->thinker);
raise->thinker.function.acp1 = (actionf_p1)T_RaiseSector;
raise->thinker.function = (actionf_p1)T_RaiseSector;
if (sourceline->flags & ML_BLOCKMONSTERS)
raise->vars[0] = 1;
@@ -5029,7 +5030,7 @@ static void P_AddOldAirbob(sector_t *sec, line_t *sourceline, boolean noadjust)
airbob = Z_Calloc(sizeof (*airbob), PU_LEVSPEC, NULL);
P_AddThinker(&airbob->thinker);
airbob->thinker.function.acp1 = (actionf_p1)T_RaiseSector;
airbob->thinker.function = (actionf_p1)T_RaiseSector;
// set up the fields
airbob->sector = sec;
@@ -5094,7 +5095,7 @@ static inline void P_AddThwompThinker(sector_t *sec, sector_t *actionsector, lin
thwomp = Z_Calloc(sizeof (*thwomp), PU_LEVSPEC, NULL);
P_AddThinker(&thwomp->thinker);
thwomp->thinker.function.acp1 = (actionf_p1)T_ThwompSector;
thwomp->thinker.function = (actionf_p1)T_ThwompSector;
// set up the fields according to the type of elevator action
thwomp->sector = sec;
@@ -5135,7 +5136,7 @@ static inline void P_AddNoEnemiesThinker(sector_t *sec, line_t *sourceline)
nobaddies = Z_Calloc(sizeof (*nobaddies), PU_LEVSPEC, NULL);
P_AddThinker(&nobaddies->thinker);
nobaddies->thinker.function.acp1 = (actionf_p1)T_NoEnemiesSector;
nobaddies->thinker.function = (actionf_p1)T_NoEnemiesSector;
nobaddies->sector = sec;
nobaddies->sourceline = sourceline;
@@ -5157,7 +5158,7 @@ static inline void P_AddEachTimeThinker(sector_t *sec, line_t *sourceline)
eachtime = Z_Calloc(sizeof (*eachtime), PU_LEVSPEC, NULL);
P_AddThinker(&eachtime->thinker);
eachtime->thinker.function.acp1 = (actionf_p1)T_EachTimeThinker;
eachtime->thinker.function = (actionf_p1)T_EachTimeThinker;
eachtime->sector = sec;
eachtime->sourceline = sourceline;
@@ -5179,7 +5180,7 @@ static inline void P_AddCameraScanner(sector_t *sourcesec, sector_t *actionsecto
elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL);
P_AddThinker(&elevator->thinker);
elevator->thinker.function.acp1 = (actionf_p1)T_CameraScanner;
elevator->thinker.function = (actionf_p1)T_CameraScanner;
elevator->type = elevateBounce;
// set up the fields according to the type of elevator action
@@ -5268,7 +5269,7 @@ static inline void EV_AddLaserThinker(sector_t *sec, sector_t *sec2, line_t *lin
P_AddThinker(&flash->thinker);
flash->thinker.function.acp1 = (actionf_p1)T_LaserFlash;
flash->thinker.function = (actionf_p1)T_LaserFlash;
flash->ffloor = ffloor;
flash->sector = sec; // For finding mobjs
flash->sec = sec2;
@@ -5382,11 +5383,11 @@ void P_SpawnSpecials(INT32 fromnetsave, boolean reloadinggamestate)
// Firstly, find out how many there are in each sector
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 == (actionf_p1)T_SpikeSector)
if (th->function == (actionf_p1)T_SpikeSector)
secthinkers[((levelspecthink_t *)th)->sector - sectors].count++;
else if (th->function.acp1 == (actionf_p1)T_Friction)
else if (th->function == (actionf_p1)T_Friction)
secthinkers[((friction_t *)th)->affectee].count++;
else if (th->function.acp1 == (actionf_p1)T_Pusher)
else if (th->function == (actionf_p1)T_Pusher)
secthinkers[((pusher_t *)th)->affectee].count++;
}
@@ -5404,11 +5405,11 @@ void P_SpawnSpecials(INT32 fromnetsave, boolean reloadinggamestate)
{
size_t secnum = (size_t)-1;
if (th->function.acp1 == (actionf_p1)T_SpikeSector)
if (th->function == (actionf_p1)T_SpikeSector)
secnum = ((levelspecthink_t *)th)->sector - sectors;
else if (th->function.acp1 == (actionf_p1)T_Friction)
else if (th->function == (actionf_p1)T_Friction)
secnum = ((friction_t *)th)->affectee;
else if (th->function.acp1 == (actionf_p1)T_Pusher)
else if (th->function == (actionf_p1)T_Pusher)
secnum = ((pusher_t *)th)->affectee;
if (secnum != (size_t)-1)
@@ -6632,7 +6633,7 @@ void T_Scroll(scroll_t *s)
static void Add_Scroller(INT32 type, fixed_t dx, fixed_t dy, INT32 control, INT32 affectee, INT32 accel, INT32 exclusive)
{
scroll_t *s = Z_Calloc(sizeof *s, PU_LEVSPEC, NULL);
s->thinker.function.acp1 = (actionf_p1)T_Scroll;
s->thinker.function = (actionf_p1)T_Scroll;
s->type = type;
s->dx = dx;
s->dy = dy;
@@ -6802,7 +6803,7 @@ static void Add_MasterDisappearer(tic_t appeartime, tic_t disappeartime, tic_t o
{
disappear_t *d = Z_Malloc(sizeof *d, PU_LEVSPEC, NULL);
d->thinker.function.acp1 = (actionf_p1)T_Disappear;
d->thinker.function = (actionf_p1)T_Disappear;
d->appeartime = appeartime;
d->disappeartime = disappeartime;
d->offset = offset;
@@ -6887,7 +6888,7 @@ static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32
{
friction_t *f = Z_Calloc(sizeof *f, PU_LEVSPEC, NULL);
f->thinker.function.acp1 = (actionf_p1)T_Friction;
f->thinker.function = (actionf_p1)T_Friction;
f->friction = friction;
f->movefactor = movefactor;
f->affectee = affectee;
@@ -7042,7 +7043,7 @@ static void Add_Pusher(pushertype_e type, fixed_t x_mag, fixed_t y_mag, mobj_t *
{
pusher_t *p = Z_Calloc(sizeof *p, PU_LEVSPEC, NULL);
p->thinker.function.acp1 = (actionf_p1)T_Pusher;
p->thinker.function = (actionf_p1)T_Pusher;
p->source = source;
p->type = type;
p->x_mag = x_mag>>FRACBITS;
+17 -13
View File
@@ -115,7 +115,7 @@ void Command_Numthinkers_f(void)
for (think = listtype->next; think != listtype; think = think->next)
{
if (think->function.acp1 != action)
if (think->function != action)
continue;
count++;
@@ -152,7 +152,7 @@ void Command_CountMobjs_f(void)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
if (((mobj_t *)th)->type == i)
@@ -172,7 +172,7 @@ void Command_CountMobjs_f(void)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
if (((mobj_t *)th)->type == i)
@@ -207,7 +207,7 @@ void P_AddThinker(thinker_t *thinker)
thinker->references = 0; // killough 11/98: init reference counter to 0
thinker->cachable = (thinker->function.acp1 == (actionf_p1)P_MobjThinker);
thinker->cachable = (thinker->function == (actionf_p1)P_MobjThinker);
#ifdef PARANOIA
thinker->debug_mobjtype = MT_NULL;
#endif
@@ -235,7 +235,7 @@ void P_AddPrecipThinker(thinker_t *thinker)
#ifdef PARANOIA
static const char *MobjTypeName(const mobj_t *mobj)
{
actionf_p1 p1 = mobj->thinker.function.acp1;
actionf_p1 p1 = mobj->thinker.function;
if (p1 == (actionf_p1)P_MobjThinker)
{
@@ -254,7 +254,7 @@ static const char *MobjTypeName(const mobj_t *mobj)
static const char *MobjThinkerName(const mobj_t *mobj)
{
actionf_p1 p1 = mobj->thinker.function.acp1;
actionf_p1 p1 = mobj->thinker.function;
if (p1 == (actionf_p1)P_MobjThinker)
{
@@ -371,7 +371,7 @@ void P_UnlinkThinker(thinker_t *thinker)
void P_RemoveThinker(thinker_t *thinker)
{
LUA_InvalidateUserdata(thinker);
thinker->function.acp1 = (actionf_p1)P_RemoveThinkerDelayed;
thinker->function = (actionf_p1)P_RemoveThinkerDelayed;
}
/*
@@ -455,9 +455,9 @@ static inline void P_RunThinkers(void)
for (currentthinker = thinkercap.next; currentthinker != &thinkercap; currentthinker = currentthinker->next)
{
#ifdef PARANOIA
I_Assert(currentthinker->function.acp1 != NULL);
I_Assert(currentthinker->function != NULL);
#endif
currentthinker->function.acp1(currentthinker);
currentthinker->function(currentthinker);
}
}
@@ -610,7 +610,7 @@ static inline void P_ResetSpriteStuff(void)
{
mobj_t *mo;
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // not a mobj
if (th->function != (actionf_p1)P_MobjThinker) // not a mobj
continue;
mo = (mobj_t *)th;
@@ -734,8 +734,10 @@ void P_Ticker(boolean run)
PS_START_TIMING(ps_playerthink_time);
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
{
if (playeringame[i] && !P_MobjWasRemoved(players[i].mo))
P_PlayerThink(&players[i]);
}
PS_STOP_TIMING(ps_playerthink_time);
}
@@ -754,8 +756,10 @@ void P_Ticker(boolean run)
// Run any "after all the other thinkers" stuff
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
{
if (playeringame[i] && !P_MobjWasRemoved(players[i].mo))
P_PlayerAfterThink(&players[i]);
}
// Apply rumble to local players
if (!demo.playback)
@@ -957,7 +961,7 @@ void P_PreTicker(INT32 frames)
if (!playeringame[i])
continue;
if (!players[i].mo || P_MobjWasRemoved(players[i].mo))
if (P_MobjWasRemoved(players[i].mo))
continue;
P_PlayerAfterThink(&players[i]);
+15 -11
View File
@@ -552,9 +552,13 @@ static UINT8 getPlayerPos(player_t *player)
{
UINT8 pos = 1;
for (int i = 0; i < MAXPLAYERS; ++i) {
if (!playeringame[i] || players[i].spectator) continue;
if (players[i].marescore > player->marescore) ++pos;
for (UINT8 i = 0; i < MAXPLAYERS; ++i)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (players[i].marescore > player->marescore)
++pos;
}
return pos;
@@ -1064,7 +1068,7 @@ void P_SpawnShieldOrb(player_t *player)
// blaze through the thinkers to see if an orb already exists!
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
shieldobj = (mobj_t *)th;
@@ -1780,7 +1784,7 @@ void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
@@ -2506,7 +2510,7 @@ static void P_DoZoomTube(player_t *player)
// Find next waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
if (th->function != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)th;
@@ -2596,7 +2600,7 @@ void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius)
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
if (think->function != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
mo = (mobj_t *)think;
@@ -2673,7 +2677,7 @@ boolean P_LookForEnemies(player_t *player)
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
if (think->function != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
mo = (mobj_t *)think;
@@ -2797,7 +2801,7 @@ void P_FindEmerald(void)
// to find all emeralds
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
@@ -4245,7 +4249,7 @@ static void P_CalcPostImg(player_t *player, camera_t *thiscam)
else
pviewheight = player->mo->z + player->viewheight;
if (player->awayviewtics && player->awayviewmobj && !P_MobjWasRemoved(player->awayviewmobj))
if (player->awayviewtics && !P_MobjWasRemoved(player->awayviewmobj))
{
sector = player->awayviewmobj->subsector->sector;
pviewheight = player->awayviewmobj->z + 20*FRACUNIT;
@@ -4776,7 +4780,7 @@ void P_PlayerThink(player_t *player)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
+1 -1
View File
@@ -1865,7 +1865,7 @@ static void R_PrecacheLevelSprites(void)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
if (th->function != (actionf_p1)P_MobjThinker)
continue;
spritepresent[((mobj_t *)th)->sprite] = 1;
+5 -1
View File
@@ -66,7 +66,9 @@ static void Highreshudscale_OnChange(void)
static void SCR_ChangeFullscreen (void);
consvar_t cv_fullscreen = {"fullscreen", "Yes", CV_SAVE|CV_CALL, CV_YesNo, SCR_ChangeFullscreen, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t fullscreen_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Borderless Window"}, {0, NULL}};
consvar_t cv_fullscreen = {"fullscreen", "Yes", CV_SAVE|CV_CALL, fullscreen_cons_t, SCR_ChangeFullscreen, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t accuratefps_cons_t[] = {{0, "Inaccurate"}, {1, "Accurate"}, {0, NULL}};
consvar_t cv_accuratefps = {"fpssampling", "1", CV_SAVE, accuratefps_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@@ -325,6 +327,8 @@ void SCR_SetDefaultMode(void)
void SCR_ChangeFullscreen(void)
{
#ifdef DIRECTFULLSCREEN
I_SetBorderlessWindow(); // Running this here so we can have borderless window at startup
// allow_fullscreen is set by VID_PrepareModeList
// it is used to prevent switching to fullscreen during startup
if (!allow_fullscreen)
+8 -1
View File
@@ -150,7 +150,7 @@ UINT8 graphics_started = 0; // Is used in console.c and screen.c
// To disable fullscreen at startup; is set in VID_PrepareModeList
boolean allow_fullscreen = false;
static SDL_bool disable_fullscreen = SDL_FALSE;
#define USE_FULLSCREEN (disable_fullscreen||!allow_fullscreen)?0:cv_fullscreen.value
#define USE_FULLSCREEN (disable_fullscreen||!allow_fullscreen)? 0: (cv_fullscreen.value == 1)
static SDL_bool disable_mouse = SDL_FALSE;
#define USE_MOUSEINPUT (!disable_mouse && cv_usemouse.value && havefocus)
#define MOUSE_MENU false //(!disable_mouse && cv_usemouse.value && menuactive && !USE_FULLSCREEN)
@@ -1353,6 +1353,7 @@ static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen)
{
wasfullscreen = SDL_TRUE;
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
I_SetBorderlessWindow();
}
else // windowed mode
{
@@ -2157,4 +2158,10 @@ static void Impl_SetVsync(void)
#endif
}
void I_SetBorderlessWindow(void)
{
SDL_bool borderless = (cv_fullscreen.value == 2) ? SDL_FALSE : SDL_TRUE;
SDL_SetWindowBordered(window, borderless);
}
#endif
+5 -5
View File
@@ -80,7 +80,7 @@ write netcode into the sound code, OKAY?
#define GME_BASS 1.0f
#endif // HAVE_GME
//static UINT16 BUFFERSIZE = 2048;
static UINT16 SAMPLERATE = 44100;
@@ -710,7 +710,7 @@ static void mix_gme(void *udata, Uint8 *stream, int len)
// play gme into stream
gme_play(gme, len/2, (short *)stream);
// Limiter to prevent music from being disorted with some formats
if (music_volume >= 18)
music_volume = 18;
@@ -726,7 +726,7 @@ static void mix_openmpt(void *udata, Uint8 *stream, int len)
{
int i;
short *p;
(void)udata;
if (!openmpt_mhandle || songpaused)
@@ -734,7 +734,7 @@ static void mix_openmpt(void *udata, Uint8 *stream, int len)
// Play module into stream
openmpt_module_read_interleaved_stereo(openmpt_mhandle, SAMPLERATE, cv_audbuffersize.value, (short *)stream);
// Limiter to prevent music from being disorted with some formats
if (music_volume >= 18)
music_volume = 18;
@@ -823,7 +823,7 @@ boolean I_SetSongSpeed(float speed)
#endif
#ifdef HAVE_OPENMPT
if (openmpt_mhandle)
{
{
if (speed > 4.0f)
speed = 4.0f; // Limit this to 4x to prevent crashing, stupid fix but... ~SteelT 27/9/19
#if OPENMPT_API_VERSION_MAJOR < 1 && OPENMPT_API_VERSION_MINOR < 5