EDuke32 Changelog Archivio non ufficiale

Build 3452

1 febbraio 2013 · 6 commit di 1 autore · SVN

Build per mese 67 build

File di log originale · 20130201-3452.txt
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r3452 | helixhorned | 2013-02-01 05:05:20 -0800 (Fri, 01 Feb 2013) | 1 line

Lunatic: provide access to actor-tsprite.
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r3451 | helixhorned | 2013-02-01 05:05:15 -0800 (Fri, 01 Feb 2013) | 4 lines

game.c: In G_DoSpriteAnimations, put t, i and s locals into their blocks.

And const them appropriately. Also remove #if 0'ed code related to an MSVC
pragma.
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r3450 | helixhorned | 2013-02-01 05:05:13 -0800 (Fri, 01 Feb 2013) | 5 lines

NULL spriteext[].tpsr after each running EVENT_ANIMATESPRITES for a tsprite.

Meaning that only *ettsprite[THISACTOR] makes sense from CON. It did before
too, because .tspr was set before each event run (and not before all runs),
only that it was never nulled, which was kind of untidy.
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r3449 | helixhorned | 2013-02-01 05:05:10 -0800 (Fri, 01 Feb 2013) | 1 line

m32script: remove unused tsprite access via spriteext[].tspr.
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r3448 | helixhorned | 2013-02-01 05:05:08 -0800 (Fri, 01 Feb 2013) | 4 lines

Don't set spriteext[].tspr when creating tsprites from the engine.

Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE
event and .tspr will be set before it is run.
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r3447 | helixhorned | 2013-02-01 05:05:05 -0800 (Fri, 01 Feb 2013) | 7 lines

Mapster32: RESPAWN-preview coded in M32-script.

The m32script variable 'showrespawn_always' toggles whether the respawned picnum
is shown unconditionally instead of only when aimed at (and locked onto the
RESPAWN sprite) in 3D mode.
Cool idea by Micky C.
NOTE: sometimes doesn't work because of a bug in the m32script interpreter.
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game.c: In G_DoSpriteAnimations, put t, i and s locals into their blocks.

Philipp Kutin (Helixhorned) 1 feb 2013, 05:05 UTC−8 r3451

And const them appropriately. Also remove #if 0'ed code related to an MSVC pragma.

EngineCON

NULL spriteext[].tpsr after each running EVENT_ANIMATESPRITES for a tsprite.

Philipp Kutin (Helixhorned) 1 feb 2013, 05:05 UTC−8 r3450

Meaning that only *ettsprite[THISACTOR] makes sense from CON. It did before too, because .tspr was set before each event run (and not before all runs), only that it was never nulled, which was kind of untidy.

EngineCON

Don't set spriteext[].tspr when creating tsprites from the engine.

Philipp Kutin (Helixhorned) 1 feb 2013, 05:05 UTC−8 r3448

Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE event and .tspr will be set before it is run.

Mapster32 FixEngineCON

RESPAWN-preview coded in M32-script.

Philipp Kutin (Helixhorned) 1 feb 2013, 05:05 UTC−8 r3447

The m32script variable 'showrespawn_always' toggles whether the respawned picnum is shown unconditionally instead of only when aimed at (and locked onto the RESPAWN sprite) in 3D mode. Cool idea by Micky C. NOTE: sometimes doesn't work because of a bug in the m32script interpreter.