Build 10608
GIT-
Failed tripbomb placements no longer consume ammo (accurate to Duke 1.5)
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- Fixes
- terminx/eduke32#316
SVN handles and Git names are merged into one person.
Failed tripbomb placements no longer consume ammo (accurate to Duke 1.5)
Fix CON_EXIT not working correctly in while loops
The instruction pointer wasn't being updated properly.
fix actors on lotag 1 sectors not being squishable
Squishing is now prevented if SE7 is present (as previously intended), or when the actor is standing on submergible TROR water.
Properly split TROR code from commit 19fd0915 into YAX_ENABLE blocks
And fix problems introduced by 9070cd2bff6d4547f0765fc483ffd4f923e24383.
Fix sprite shadows being drawn on transparent TROR layers
Also fixes sprite shadows being drawn floating above floor slopes.
Fix "return to center" triggering after CON_SAVE is executed
Completely revert attempted jitter fix from 5977025e
This caused two problems: - The change with AC_FZOFFSET caused BLOODPOOL to jitter in Duke3D - The change with water floors caused various actors to jitter in Fury More trouble than it's worth.
Fix keyboard function override message not showing the keys
And apply some cleanup to the code in question.
Display r_maxfps == -1 as "Auto" on the display menu
Previously, this would be the default selection and say "CVAR"
Fix savegames made before floorzrebound and floorzcutoff were introduced.
These would default to 0 after loading the savegame.
Revert interpolation changes on non-water VM_Fall cases
Fix z interpolation problems in VM_Fall() and A_Fall()
This prevents a visual jitter effect from sprites that aren't moving, but use the "fall" command in a water sector (zombie actors, pickups, etc).
Fix pathsearchmode when using a .def which loads a GRP
Same fix as applied for Mapster32 in c7aa59b001
Fix a minor animation bug with SHOTGUNSHELL sprites
Found by Nuke.YKT
Make standalone build gamefunc names available in non-standalone builds as well
Fixes issues when launching Fury with synthesis eduke32 builds
Fix viewscreens being permanently deactivated after loading a save
Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.
Fix an oversight in the keybind menu that could cause a crash
Only occurred if some of the gamefuncs were disabled.
Fix successful "loadgrp" DEF command logging as ERROR instead of INFO
Fix an error with the bonus tile, and extend EVENT_GETBONUSTILE
Within EVENT_GETBONUSTILE, you can now set ud.return[0] to ud.return[4] to change each frame of the bonus screen animation separately.
Only attempt to switch subweapon if we actually have the weapon
This fixes a bug in World Tour where trying to switch to the flamethrower while the current weapon is the freezer, and you have flamethrower ammo but not the actual weapon itself, then this instead locks the weapon key, preventing you from switching back to the freezer from other weapons. This bug also affected the Shrinker, but only if CON code changes the 'gotweapon 11' value to 0 after the player obtains the weapon.
Remove the 'previousboardfilename' mapart hack
This was a bandaid that prevented repeatedly loading the same mapart when loading savegames. This meant having to constantly update the buffer whenever clearing mapart, which is undesirable. Fixes mapart not reloading after quitting to title, or ending an episode and then loading a savegame.
Prevent segfaults when no sounds are defined.