EDuke32 Changelog Archivio non ufficiale

Build 3467

7 febbraio 2013 · 9 commit di 1 autore · SVN

Build per mese 276 build

  1. gen

  2. feb

  3. mar

  4. apr

  5. mag

  6. giu

  7. lug

  8. ago

  9. set

  10. ott

  11. nov

  12. dic

File di log originale · 20130207-3467.txt
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r3467 | helixhorned | 2013-02-07 13:01:24 -0800 (Thu, 07 Feb 2013) | 3 lines

Fix POLYMER=0 build, cleaning up #include discipline on the way.

Also taking care that the USE_OPENGL=0 build builds.
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r3466 | helixhorned | 2013-02-07 13:01:18 -0800 (Thu, 07 Feb 2013) | 1 line

Lunatic (translator): thisprojectile, *shoot.
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r3465 | helixhorned | 2013-02-07 13:01:12 -0800 (Thu, 07 Feb 2013) | 8 lines

Rework how the z velocity is passed from *zshoot to A_Shoot().

Previously, actor[].shootzvel (implementation detail, not available to CON)
was checked, and if it was !=0, that was the overridden velocity. The value
0 meant "hardcoded, projectile-dependent velocity". But that neccesiated a
hack where if zvel 0 was passed and really meant, it needed to be set to
1 instead.  Now we have A_ShootWithZvel() taking an additional last argument
plus a macro SHOOT_HARDCODED_ZVEL permissible for that argument.
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r3464 | helixhorned | 2013-02-07 13:01:06 -0800 (Thu, 07 Feb 2013) | 3 lines

player.c: factor out more identical code into Proj_DoHitscan().

Also, simplify a couple of other lines.
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r3463 | helixhorned | 2013-02-07 13:01:03 -0800 (Thu, 07 Feb 2013) | 1 line

Lunatic: projectiles...
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r3462 | helixhorned | 2013-02-07 13:00:58 -0800 (Thu, 07 Feb 2013) | 1 line

player.c: factor out a repeated 3-liner into safeldist(), remove some commented code.
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r3461 | helixhorned | 2013-02-07 13:00:55 -0800 (Thu, 07 Feb 2013) | 1 line

actors.c: factor out 6x identical code into Proj_BounceOffWall().
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r3460 | helixhorned | 2013-02-07 13:00:52 -0800 (Thu, 07 Feb 2013) | 3 lines

gameexec: for VM_Fall and VM_ResetPlayer, pass VM sprite/player etc. as args.

Simplifying VM_FallSprite and VM_ResetPlayer2 used from Lunatic.
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r3459 | helixhorned | 2013-02-07 13:00:48 -0800 (Thu, 07 Feb 2013) | 1 line

Move around some #ifdef LUNATIC to compile out more code, minor cleanup.
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FixEngine

Fix POLYMER=0 build, cleaning up #include discipline on the way.

Philipp Kutin (Helixhorned) 7 feb 2013, 13:01 UTC−8 r3467

Also taking care that the USE_OPENGL=0 build builds.

CON

Rework how the z velocity is passed from *zshoot to A_Shoot().

Philipp Kutin (Helixhorned) 7 feb 2013, 13:01 UTC−8 r3465

Previously, actor[].shootzvel (implementation detail, not available to CON) was checked, and if it was !=0, that was the overridden velocity. The value 0 meant "hardcoded, projectile-dependent velocity". But that neccesiated a hack where if zvel 0 was passed and really meant, it needed to be set to 1 instead. Now we have A_ShootWithZvel() taking an additional last argument plus a macro SHOOT_HARDCODED_ZVEL permissible for that argument.

gameexec Engine

for VM_Fall and VM_ResetPlayer, pass VM sprite/player etc. as args.

Philipp Kutin (Helixhorned) 7 feb 2013, 13:00 UTC−8 r3460

Simplifying VM_FallSprite and VM_ResetPlayer2 used from Lunatic.