Build 9881
GIT-
Fix an error with the bonus tile, and extend EVENT_GETBONUSTILE
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Within EVENT_GETBONUSTILE, you can now set ud.return[0] to ud.return[4] to change each frame of the bonus screen animation separately.
SVN handles and Git names are merged into one person.
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.
fix an error in the autoaim logic where the z coord wouldn't be adjusted for CSTAT_SPRITE_YCENTER when playing Fury in EDuke32 (retail Fury builds were not affected)
fix misleading usage of A_CheckSpriteFlags() (comparison with 0 implied the function returns the flag bits instead of `true` or `false`; it does not)
fix redundant assignment
fix copy/paste error
fix accidental use of initprintf() instead of buildprint()
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.
fix crash trying to play negative sound indexes from mistagged switches
Prevent segfaults when no sounds are defined.
fix oversight in current A_RadiusDamage() implementation that allowed a sprite to inflict radius damage on itself
fix Fury build
Fix crash with jumping to menu options with letter keys
fix sound regression causing sound #0 (KICK_HIT) to play when doors were opened
Prevent savemapstate during gamemodes EOL, RESTART and DEMO
This prevents accidentally overwriting the wrong map slot.
fix a few polymer lighting bugs, add interpolation to light positions, etc
fix extra counters shown with r_showfps values greater than 1 to account for frames being rendered in places where they previously weren't
fix map console command to work correctly with coroutine setup
Adds MODE_NEWGAME to player .gm
sound fixes
fix warning
fix S_ChangeSoundPitch()/CON_SETACTORSOUNDPITCH
fix annoying GCC 11 warning
The warning says you can silence it by surrounding sizeof(int32_t) with extra parentheses, but it doesn't work.
fix timing issue with logo.anm playback that could occur if an actual hard video mode change is required at startup (e.g fullscreen in a non-native resolution)
fix compatibility with savegames made before 4fdd8dc8c30a05db79fa9fde0d085c0f75210e9e and e8470bd29cb19a4b815bc2bc74e0ac0a8de2a06d
remove unnecessary/wrong wall[].picnum == MIRROR check from projectiles
MIRROR is only ever on .overpicnum for valid mirrors.
fix dumpster fire thing
fix g_highestSoundIdx range checks
fix OOB reachability table access (sectnum == MAXSECTORS for a sound owned by a deleted sprite)
Fix a typo in P_DisplayWeapon from port of SHOTGUN_WEAPON case for WW2GI