EDuke32 Changelog Unofficial archive

Build 5016

18 February 2015 · 3 commits by 1 author · SVN

Builds by month 136 builds

  1. Jan

  2. Feb

  3. Mar

  4. Apr

  5. May

  6. Jun

  7. Jul

  8. Aug

  9. Sep

  10. Oct

  11. Nov

  12. Dec

Original log file · 20150218-5016.txt
------------------------------------------------------------------------
r5016 | helixhorned | 2015-02-18 12:46:54 -0800 (Wed, 18 Feb 2015) | 4 lines

Add lunatic/test/thisactor_getzrange.con, providing 'state thisactor_getzrange'.

Also, note a place that is the real cause for "what makes the player slide off
enemies", as far as I can see.
------------------------------------------------------------------------
r5015 | helixhorned | 2015-02-18 12:46:53 -0800 (Wed, 18 Feb 2015) | 6 lines

gameexec.c: factor out 2x occuring pattern into VM_GetZRange(), clean up 3 funcs.

- VM_GetZRange(), which updates actor[].{floor,ceiling}z, is called from
  A_GetZLimits() and A_Fall().
- Style-cleanup the following: A_Dodge(), A_GetFurthestAngle(),
  A_FurthestVisiblePoint(). DONT_BUILD.
------------------------------------------------------------------------
r5014 | helixhorned | 2015-02-18 12:46:49 -0800 (Wed, 18 Feb 2015) | 3 lines

Revert "gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies."

This reverts r4975. DONT_BUILD.
------------------------------------------------------------------------
See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.
CON

Add lunatic/test/thisactor_getzrange.con, providing 'state thisactor_getzrange'.

Philipp Kutin (Helixhorned) 18 Feb 2015, 12:46 UTC−8 r5016

Also, note a place that is the real cause for "what makes the player slide off enemies", as far as I can see.

gameexec.c: factor out 2x occuring pattern into VM_GetZRange(), clean up 3 funcs.

Philipp Kutin (Helixhorned) 18 Feb 2015, 12:46 UTC−8 r5015

- VM_GetZRange(), which updates actor[].{floor,ceiling}z, is called from A_GetZLimits() and A_Fall(). - Style-cleanup the following: A_Dodge(), A_GetFurthestAngle(), A_FurthestVisiblePoint(). DONT_BUILD.