Build 2340
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Draw HANDHOLDINGLASER and ~ACCESS with guniqhud=200 and 201, respectively.
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This fixes updateanimation picking up foreign (and thus potentially oob) frame numbers at "3: c > n".
SVN handles and Git names are merged into one person.
Draw HANDHOLDINGLASER and ~ACCESS with guniqhud=200 and 201, respectively.
This fixes updateanimation picking up foreign (and thus potentially oob) frame numbers at "3: c > n".
Fix uninitialized mem access in dorotatesprite with thin tiles (e.g. 3085).
Fix menu text not drawing when not playing (back), introduced in r2326.
Fix zero-size calloc when enumerating a joystick with no hats in SDL.
Fix zero-size calloc when enumerating a joystick with no hats in Windows.
Revert r2303 functionality ("Don't wait for pain tinting to subside...")
It was causing update issues when many tints were applied simultaneously, like being shot and spit at by enforcers while being on rails barefeet. Also, the GL modes were calling gltexinvalidate8() when picking up goodies or being hurt with that change, so it needs much more thought.
Factor out two pieces of identical code in actors.c into A_HandleBeingSpitOn().
This fixes a bug in passing: 'int32_t j' was assigned to as a temporary inside one instance of the code, but used as if it were the previous sprite index further on. Would only happen with projectiles that "work like" both SPIT and RPG_IMPACT.
Probably fix crash when reaching light count limit in G_MoveEffectors SE50 code.
fix crash with 'vidmode <bpp>' introduced in r2311.
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
fix interface when compiled with 'pointered' main arrays. Argh!
Fix not-initialized variable warning in 'soundanims' CON token parser.
Fix an update issue with the recent screen tint retaining on palette change.
Fix a sector[-1] access when starting to draw a wall in an empty map.
Fix demo progress bar in OpenGL modes by adding bit 1024 to rotatesprite calls.
The problems still remains that rotatesprite behaves differently in classic and OpenGL modes with clipping boundaries specified (and maybe in some other cases)
Fix and clean up dynamic-to-static tile remapping source.
A couple of Makefile tweaks for clang 3.1 from SVN, and a workaround
for an assertion failure with clang. Really ought to file a bug report instead.
fix for running with static main engine arrays.
Fix USE_OPENGL=0 build; squelch one warning.
Fix building with GCC 4.6 link-time optimization.
It looks like GCC doesn't honor the 'used' attribute with LTO. This is "fixed" by declaring the variables in question with external linkage (i.e. removing the 'static'). I consider such behavior a GCC bug, though.
Route the 5th mouse button to the game; bump savegame version.
The "double-click button4" had to make way for MOUSE5 in the button binds menu, but I don't think anyone cares. Savegame compatibility was actually silently broken with the MAXTILES update earlier, but I forgot updating the version...
Fix a potential sector[-1] access when drawing a masked wall in Polymost.
Fix the insert cicle wall-points bug reported by Norvak.
Fix sprite[-1] access when aborting playing a sound in Mapster's Sound Index.
Also a couple of other cleanup lines... might need more though, I'm not sure it's all good there.
Fix sprite[] access with indices > MAXSPRITES in Polymer model drawing code.
Internally, updateanimation() now takes a third parameter 'lpal'.
Fix a potential wall[-1] access in Mapster32.
Use ATTRIBUTE((used)) for symbols used only in inline asm.
This may fix compilation for optimized builds with GCC or clang where the compiler would otherwise decide that those symbols are unused.
Fix a problem in G_DrawRooms where an sectnum updated to -1 may be used as index.
Fix oob accesses when e.g. shooting tile -1. (can propagate via WEAPONx_SHOOTS)
Ideally, we would also warn when setting WEAPONx_SHOOTS to negative values, but we'd have to intercept CON's setvar's and it wouldn't be pretty.
less trivial stuff
- fix one bound-checking line - rewrite two lines in astub.c to potentially not overflow an int16 - make tiletovox[] an array of int16's