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2012.08.13.Log0589.txt

📄SVN 📅2012-08-13 💾5,1 KB 17 Parsed entries CON BUILD FIX

Revision r2894

engine: in setaspect_new, determine the aspect with {x,y}dimen instead of {x,y}dim.

That is, use the view boundries instead of the whole screen.

Revision r2893

Rewrite the EVENT_ANIMATESPRITES loop (G_DoEventAnimSprites calls) for clarity.

Revision r2892

game.c: factor out 2 inst. of dup. code into G_DoEventAnimSprites().

Revision r2891

Hack for fake multimode/splitscreen: also draw mirrors from showview*.

See the source for why this hack is ugly.

Revision r2890

CON: in fake multi-mode, play 'globalsound' even if player index isn't screenpeek.

This makes sounds like DUKE_GET (item pickup) be heard for the second player
in the splitscreen mod, too.

Revision r2889

If a value of 1 is returned from EVENT_DISPLAYROOMS, don't draw them.

This includes mirrors, rooms and masks.  Any value other than 0 or 1
that is returned is considered an error (reserved for future use).

Revision r2888

Fix mirrors in Polymost.

Revision r2887

Clean up G_MoveFX() a little.

Revision r2886

Splitscreen mod hacks: handle screen tinting from both players.

Of course, it still affects the whole screen.  Handles pain and lizard spit.

Revision r2885

Hacks for the splitscreen mod: play sounds from both players.

The sound distance is the minimum of the two.  Both point sources as well
as MUSICANDSFX ambient sound is handled.

Revision r2884

sounds.c: Factor out duplicate code into S_CalcDistAndAng().

The two instances in S_PlaySound3D() and S_Update() were slightly
different as far as sequencing is concerned.  However, I think making
it the same has only benefits and may fix some popping sounds when
starting to play a sound and updating it with a different distance
value on the second buffer fill.

Revision r2883

First round of sounds.c cleanup, no functional changes.

Revision r2882

Also draw TROR from showview* commands.

Revision r2881

Rename args in G_DoSpriteAnimations(), for easier grepping.

Revision r2880

High-level TROR drawing: clean up how things are passed around.

Revision r2879

Resurrect fake multiplayer mode a little (no bots).

Just enough so that Bloodclaw's splitscreen mod can be played.

Revision r2878

Correct premap.c's clearfrags().

The story: Duke3D 1.5 source had "short frags[MAXPLAYERS][MAXPLAYERS]" and
"clearbufbyte(&frags[0][0],(MAXPLAYERS*MAXPLAYERS)<<1,0L);". In r1625,
g_player[].frags[MAXPLAYERS] was changed from an array of int32_t to one of
uint8_t, but the clearing code
("clearbufbyte(&g_player[i].frags[0],MAXPLAYERS<<1,0L);") stayed. In r2201, I
rewrote clearfrags() under the assumption that it really is supposed to clear
stuff beyond .frags[].
The moral:
1. Write clean code.
2. Use sizeof.
3. Write clean code!
------------------------------------------------------------------------
Raw Content
------------------------------------------------------------------------
r2895 | helixhorned | 2012-08-13 11:26:18 -0700 (Mon, 13 Aug 2012) | 1 line

CON: in showview*, use new aspect determination if r_usenewaspect is 1.
------------------------------------------------------------------------
r2894 | helixhorned | 2012-08-13 11:26:16 -0700 (Mon, 13 Aug 2012) | 3 lines

engine: in setaspect_new, determine the aspect with {x,y}dimen instead of {x,y}dim.

That is, use the view boundries instead of the whole screen.
------------------------------------------------------------------------
r2893 | helixhorned | 2012-08-13 11:26:13 -0700 (Mon, 13 Aug 2012) | 1 line

Rewrite the EVENT_ANIMATESPRITES loop (G_DoEventAnimSprites calls) for clarity.
------------------------------------------------------------------------
r2892 | helixhorned | 2012-08-13 11:26:11 -0700 (Mon, 13 Aug 2012) | 1 line

game.c: factor out 2 inst. of dup. code into G_DoEventAnimSprites().
------------------------------------------------------------------------
r2891 | helixhorned | 2012-08-13 11:26:08 -0700 (Mon, 13 Aug 2012) | 3 lines

Hack for fake multimode/splitscreen: also draw mirrors from showview*.

See the source for why this hack is ugly.
------------------------------------------------------------------------
r2890 | helixhorned | 2012-08-13 11:26:06 -0700 (Mon, 13 Aug 2012) | 4 lines

CON: in fake multi-mode, play 'globalsound' even if player index isn't screenpeek.

This makes sounds like DUKE_GET (item pickup) be heard for the second player
in the splitscreen mod, too.
------------------------------------------------------------------------
r2889 | helixhorned | 2012-08-13 11:26:03 -0700 (Mon, 13 Aug 2012) | 4 lines

If a value of 1 is returned from EVENT_DISPLAYROOMS, don't draw them.

This includes mirrors, rooms and masks.  Any value other than 0 or 1
that is returned is considered an error (reserved for future use).
------------------------------------------------------------------------
r2888 | helixhorned | 2012-08-13 11:26:01 -0700 (Mon, 13 Aug 2012) | 1 line

Fix mirrors in Polymost.
------------------------------------------------------------------------
r2887 | helixhorned | 2012-08-13 11:25:59 -0700 (Mon, 13 Aug 2012) | 1 line

Clean up G_MoveFX() a little.
------------------------------------------------------------------------
r2886 | helixhorned | 2012-08-13 11:25:56 -0700 (Mon, 13 Aug 2012) | 3 lines

Splitscreen mod hacks: handle screen tinting from both players.

Of course, it still affects the whole screen.  Handles pain and lizard spit.
------------------------------------------------------------------------
r2885 | helixhorned | 2012-08-13 11:25:53 -0700 (Mon, 13 Aug 2012) | 4 lines

Hacks for the splitscreen mod: play sounds from both players.

The sound distance is the minimum of the two.  Both point sources as well
as MUSICANDSFX ambient sound is handled.
------------------------------------------------------------------------
r2884 | helixhorned | 2012-08-13 11:25:51 -0700 (Mon, 13 Aug 2012) | 7 lines

sounds.c: Factor out duplicate code into S_CalcDistAndAng().

The two instances in S_PlaySound3D() and S_Update() were slightly
different as far as sequencing is concerned.  However, I think making
it the same has only benefits and may fix some popping sounds when
starting to play a sound and updating it with a different distance
value on the second buffer fill.
------------------------------------------------------------------------
r2883 | helixhorned | 2012-08-13 11:25:48 -0700 (Mon, 13 Aug 2012) | 1 line

First round of sounds.c cleanup, no functional changes.
------------------------------------------------------------------------
r2882 | helixhorned | 2012-08-13 11:25:46 -0700 (Mon, 13 Aug 2012) | 1 line

Also draw TROR from showview* commands.
------------------------------------------------------------------------
r2881 | helixhorned | 2012-08-13 11:25:40 -0700 (Mon, 13 Aug 2012) | 1 line

Rename args in G_DoSpriteAnimations(), for easier grepping.
------------------------------------------------------------------------
r2880 | helixhorned | 2012-08-13 11:25:37 -0700 (Mon, 13 Aug 2012) | 1 line

High-level TROR drawing: clean up how things are passed around.
------------------------------------------------------------------------
r2879 | helixhorned | 2012-08-13 11:25:32 -0700 (Mon, 13 Aug 2012) | 3 lines

Resurrect fake multiplayer mode a little (no bots).

Just enough so that Bloodclaw's splitscreen mod can be played.
------------------------------------------------------------------------
r2878 | helixhorned | 2012-08-13 11:25:28 -0700 (Mon, 13 Aug 2012) | 13 lines

Correct premap.c's clearfrags().

The story: Duke3D 1.5 source had "short frags[MAXPLAYERS][MAXPLAYERS]" and
"clearbufbyte(&frags[0][0],(MAXPLAYERS*MAXPLAYERS)<<1,0L);". In r1625,
g_player[].frags[MAXPLAYERS] was changed from an array of int32_t to one of
uint8_t, but the clearing code
("clearbufbyte(&g_player[i].frags[0],MAXPLAYERS<<1,0L);") stayed. In r2201, I
rewrote clearfrags() under the assumption that it really is supposed to clear
stuff beyond .frags[].
The moral:
1. Write clean code.
2. Use sizeof.
3. Write clean code!
------------------------------------------------------------------------