Build 3191
SVN-
General
Remove our old eduke32.vcproj as it hasn't been updated since whenever I switched to VS2010
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General
Make GCC *printf_nowarn behavior conditional on compiling as C++
SVN handles and Git names are merged into one person.
Remove our old eduke32.vcproj as it hasn't been updated since whenever I switched to VS2010
Make GCC *printf_nowarn behavior conditional on compiling as C++
Add nedmalloc.h to the VS2010 project files
MinGW C build fix
Add a couple of #ifdef __cplusplus I missed
Fix the warnings when building with C++, add MSVC C++ build support. This also changes the internal type of lotags, hitags and cstat type fields to uint16_t instead of int16_t to clean up some dubious behavior wherein the code was using a value of 32768 as a flag in these fields for certain types of things, like invisible sprites (using the value as if it was uint16_t) where it was elsewhere checking if the value was < 0 (using the value as if it was int16_t). This change may break a few specific effects if any part of the relevant code was missed when looking for areas that needed to be addressed.
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)
Fix r3155 fuckup :)
Update Net_SendVersion() and Net_ReceiveVersion() to use a 16-bit representation of BYTEVERSION
Fix useractor enemystayput breakage
Fix C90 compliance warning in sdlmusic
Fix warning from r3128
Fix console key changing breakage
Add some compile time defined names for p->inven_icon values. Too bad these values aren't in the same order as the inventory items themselves... (dukeinv_t and dukeinvicon_t values do not match).
Hopefully fix the projectile breakage, and add some predefined names for working with the built in statnums
Move win32 "Initialized nedmalloc" message out of the function that prints the Windows version since it doesn't really belong there.
A pretty useless fix from a newer version of kplib than we forked from. I'm just tired of seeing it in my tree. ;)
Retire the actorscrptr[], actorLoadEventScrptr[], SpriteFlags[], ActorType[], SpriteCacheList[], ProjectileData[] and DefaultProjectile[] arrays in favor of a tile_t structure exposed as g_tile[]. This consolidates most of the MAXTILES sized arrays on the game side into one place.
WIP networking updates from Jasper Foreman
Comment out the A_GetZLimits() call right before the Bassert() in A_MoveSprite(). This call is a problem because the assertion expects "dasectnum" and spr->sectnum to match, but A_GetZLimits() can itself call A_SetSprite() which results in another call to A_MoveSprite() and can potentially change the sectnum again.
This commit also adds the NOTELEPORT sprite flag, which of course prevents sprites from teleporting.
Remove a debug line I accidentally committed a few days ago.
Add some CON defines for friendly names to pass to definegamefuncname. Now, instead of "definegamefuncname 36 something" you would "definegamefuncname GAMEFUNC_TURNAROUND something". It's just a little something to make CON files more readable.
Update xdelta3 to 3.0.4. I haven't actually tested these changes yet but they're directly from upstream.
Oops! Fix MinGW build issue caused by ripping out nedmalloc
Remove built-in copy of nedmalloc and update nedmalloc.dll. Note that the built-in copy of nedmalloc hasn't been updated or enabled in a really long time as modern system allocators (Windows 7 and Linux 3.x at least) are no longer consistently beat by nedmalloc (but nor are they consistently faster). So, the dll remains for users of Windows XP because it may still improve performance there (while not likely degrading it on Vista/7).
Move the Windows screen size based aspect ratio determination code down farther into the initialization and change the printed message to only appear when the calculation fails
Minor menu cleanups, only half-finished (if that).
A potential fix for MUSICANDSFX problems after loading a savegame. I was never able to reproduce the issue myself, but something like this seems like a good idea anyway. Thoughts?
actors.h updates needed for the networking changes I committed a few minutes ago
Clean up a couple of functions, namely P_IncurDamage()
Remove some outdated/incorrect code that was causing some issues when multiple copies of a single sound were playing and just one of them needed to be stopped.