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Build 3684

15 April 2013 · 8 commits by 1 author · SVN

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Original log file · 20130415-3684.txt
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r3684 | helixhorned | 2013-04-15 03:48:22 -0700 (Mon, 15 Apr 2013) | 1 line

gameexec.c: in VM_Fall(), comment out dead code, small indentation change.
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r3683 | helixhorned | 2013-04-15 03:48:20 -0700 (Mon, 15 Apr 2013) | 1 line

TROR no-SE7 water: spawn splash, reuse calculated other sector number.
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r3682 | helixhorned | 2013-04-15 03:48:18 -0700 (Mon, 15 Apr 2013) | 7 lines

Improve on the code that handles changing sectors of projectiles.

- In the A_MoveSprite() code that transports projectiles due to an SE7
  (introduced in r1450 / legacy ROR), only report "success" if the
  transportation succeeded.
- Clear newly introduced internal SPRITE_DIDNOSE7WATER flag after
  checking it.
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r3681 | helixhorned | 2013-04-15 03:48:15 -0700 (Mon, 15 Apr 2013) | 4 lines

In G_MoveStandables() CRACKx handling, fix oob access of DynamicTileMap[].

Also, in two cases, don't assign A_IncurDamage() result to a variable if
it's not needed.
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r3680 | helixhorned | 2013-04-15 03:48:13 -0700 (Mon, 15 Apr 2013) | 10 lines

Fix a couple of issues identified in the preceding commit.

- In S_PlaySound(), move the sound index bound check above an indexing.
- For A_CheckHitSprite(), and A_FindPlayer(), allow NULL second arg.
- In A_ShootWithZvel(), make some one-letter vars be int32_t, making
  storing safeldist() results in them meaningful.
- In MaybeTrainKillEnemies(), remove two redundant checks and move another
  one further up.
- Comment that SIDEBOLT1 will never be translucent as was probably intended.
- In G_MoveFX(), fix an always-true comparison.
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r3679 | helixhorned | 2013-04-15 03:48:09 -0700 (Mon, 15 Apr 2013) | 7 lines

Clean up of mostly actors.c, but some other files along the way too.

- Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF,
  SPRITES_OF_SECT and new SPRITES_OF_SECT_SAFE macros.
- In passing, identify some problems and mark them with 'XXX', but don't
  attempt to fix them yet.
- The usual readability improvements...
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r3678 | helixhorned | 2013-04-15 03:48:05 -0700 (Mon, 15 Apr 2013) | 5 lines

TROR no-SE7 water: handle projectiles.

Actually, the tweaked code in VM_Move() is not specific to projectiles, so
other sprites now may pass no-SE7 water boundaries too, but it's most noticeable
with projectiles.
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r3677 | helixhorned | 2013-04-15 03:48:00 -0700 (Mon, 15 Apr 2013) | 6 lines

TROR no-SE7 water: allow boundary change only if other-side lotag is other one.

That is, if submerging, the lower sector MUST have lotag 2. If emerging, the
upper sector MUST have lotag 1. (Previously, emersion happened from ST 2 sectors
unconditionally.)  This means that the area where submersion or emersion can
happen is now the same for the top and bottom parts.
------------------------------------------------------------------------
Engine

Improve on the code that handles changing sectors of projectiles.

Philipp Kutin (Helixhorned) 15 Apr 2013, 03:48 UTC−7 r3682

- In the A_MoveSprite() code that transports projectiles due to an SE7 (introduced in r1450 / legacy ROR), only report "success" if the transportation succeeded. - Clear newly introduced internal SPRITE_DIDNOSE7WATER flag after checking it.

Fix

In G_MoveStandables() CRACKx handling, fix oob access of DynamicTileMap[].

Philipp Kutin (Helixhorned) 15 Apr 2013, 03:48 UTC−7 r3681

Also, in two cases, don't assign A_IncurDamage() result to a variable if it's not needed.

Fix

Fix a couple of issues identified in the preceding commit.

Philipp Kutin (Helixhorned) 15 Apr 2013, 03:48 UTC−7 r3680

- In S_PlaySound(), move the sound index bound check above an indexing. - For A_CheckHitSprite(), and A_FindPlayer(), allow NULL second arg. - In A_ShootWithZvel(), make some one-letter vars be int32_t, making storing safeldist() results in them meaningful. - In MaybeTrainKillEnemies(), remove two redundant checks and move another one further up. - Comment that SIDEBOLT1 will never be translucent as was probably intended. - In G_MoveFX(), fix an always-true comparison.

FixEngine

Clean up of mostly actors.c, but some other files along the way too.

Philipp Kutin (Helixhorned) 15 Apr 2013, 03:48 UTC−7 r3679

- Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF, SPRITES_OF_SECT and new SPRITES_OF_SECT_SAFE macros. - In passing, identify some problems and mark them with 'XXX', but don't attempt to fix them yet. - The usual readability improvements...

Engine

TROR no-SE7 water: handle projectiles.

Philipp Kutin (Helixhorned) 15 Apr 2013, 03:48 UTC−7 r3678

Actually, the tweaked code in VM_Move() is not specific to projectiles, so other sprites now may pass no-SE7 water boundaries too, but it's most noticeable with projectiles.

Engine

TROR no-SE7 water: allow boundary change only if other-side lotag is other one.

Philipp Kutin (Helixhorned) 15 Apr 2013, 03:48 UTC−7 r3677

That is, if submerging, the lower sector MUST have lotag 2. If emerging, the upper sector MUST have lotag 1. (Previously, emersion happened from ST 2 sectors unconditionally.) This means that the area where submersion or emersion can happen is now the same for the top and bottom parts.