Build 10436
GIT-
Blackhole any accumulated input when clearing the input FIFO/starting a level, prevents you from being spun around the wrong way when you spawn in.
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Blackhole any accumulated input when clearing the input FIFO/starting a level, prevents you from being spun around the wrong way when you spawn in.
EVENT_PRE/POSTWEAPONSHOOT: Set ud.return[0]/userdef.return 1 to the number of the current shot we're processing in a burst
Give EVENT_POSTWEAPONSHOOT the return value of A_Shoot.
Port EVENT_PREWEAPONSHOOT and EVENT_POSTWEAPONSHOOT from NetDuke32.
* Setting RETURN to non-zero in EVENT_PREWEAPONSHOOT cancels the shot.
Fix weapon behavior with FIREDELAY set to 1
Defer setting kickback_pic setting to lower block. Make adjustments to prevent errant behaviour this may cause.
Various menu tweaks and one fix.
- make PGUP/PGDN and HOME/END behave as expected across all menus - in keyboard/mouse button mapping menu, draw function names that have been given custom names via CON with pal 8 for easier recognition - fix tinting of function names in mouse button mapping menu
When in menus, always draw a black (33%) translucent background.
Internally, there's a new function fade_screen_black() that implements the fading more efficiently than calling rotatesprite for classic, and uses tile 0 (assumed to have at least 64x32 size) in the GL modes. The black background of the user map selector is still done with rotatesprite and tile BLANK in every renderer.
new demo system should be stable now; Made the $EDUKE32_MUSIC_CMD env var work (SDL only).
Mapster32: Helper feature -- pressing SHIFT on a 2-sided wall makes the PGUP/PGDN etc. commands operate on the sector at the other end of the wall; replaced searchstat numbers by #defined names and eliminated the worst cases of code duplication in astub.c