Build 9484
GIT-
Remember last entered subfolder in file select menus
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Delete existing dummyplayer sprite if standing on TROR water
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Fixes terminx/eduke32#76 and terminx/eduke32#91 (for real this time)
SVN handles and Git names are merged into one person.
Remember last entered subfolder in file select menus
Delete existing dummyplayer sprite if standing on TROR water
Fixes terminx/eduke32#76 and terminx/eduke32#91 (for real this time)
Fix two erroneous uses of tileGetMapping in network.cpp
Fix semantics of G_CheckAdultTile w.r.t. tileGetMapping
Prevent double allocation of qputs strings inside a switch.
Do not apply crouch speed modifier when shrunk
Replace klabs(x) with max(0, x) in overhead sprite computation
Disable midi driver menu items when music is off
Changing the values while the music is off is not supposed to be possible. Disable the menu items for consistency.
Do not spawn the dummyplayer sprite when standing on TROR water
Fixes terminx/eduke32#76 and terminx/eduke32#91
Fix bug that prevents active enemies from crushing the player
Fix usermap not reloading properly after opening newgame menu
Fix ST 30 sectors playing the wrong sound after save load
make MenuAnimation_t start member uint32_t, remove menu animation reset hacks from demo playback
Fix RADLOGO not having the sounds of cineov3
This is required for DukeDC's ending sounds to play.
uncomment DYNTILEREMAP_ENABLE, oops
rework actor zsum invalidation, skip getzrange for floor sprites in A_CheckNeedZUpdate()
enable camera smoothing when setting player angles from script
animate menus independently from totalclock
Update g_animPtr before and after cutscene loops
This will allow all CUTSCENE events to use the ifcutscene command. Before, only EVENT_CUTSCENE for ANM files could use it.
fix stupid typo/copy & paste error
break from CON while loops on VM_RETURN
This should fix terminx/eduke32#16
virtual address space bandaid fix
I didn't test this.
revise dynamic tile mapping
fix overlapping strcpy in startup window
CON control over player height and other properties
You're gonna have to talk to me or read the source for full details on usage, sorry. These are also all still liable to change in future builds, either in name or in functionality.
Fix typo in G_CheckActivatorMotion()
fix warnings in EDUKE32_STANDALONE build
move player jumping_counter check
MASTERSWITCH counting down before activation blocks re-triggering switches
remove STATIC prefix from the CON dynamic label preprocessor definitions because it's ugly
This also adds bounds checking to the DYNAMICSOUNDMAP and DYNAMICTILEMAP macros, and reduces the size of the corresponding arrays to something more reasonable.
preprocessor definitions for extbits, bump extbits up to uint32_t
expose gotsector[] to CON for checking to see if a particular sector was drawn during the last frame
first pass at implementing rotatesprite position interpolation for the weapons and hands and whatnot
update SE enums
ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36
Fix default SE26 speed if no GPSPEED tile is present.
Process empty skill name definitions as if they were " ".
Fixes assertion failure with Suburbs TC.
Comment out writes of unused values to k while preparing the skill menu
Fix buffer overflows with parsing out of range strings in CON files
Factor out display math common to Knee, Knuckles, Access, Tip
Simplify P_DisplayAccess a little bit
Minor cleanup to FLAMETHROWER_WEAPON draw code
Fix avel and horz input getters to use fix16_to_int