fix DemandFeed playback
Broken in 09dc0cc9489d33e86ddd5f1605014b63cb612139.
1 giugno 2020 · 5 commit di 1 autore · GIT
commit 176a7790f547d722f53f88eebb8144f9ec1134b3
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Mon Jun 1 05:39:47 2020 -0700
audiolib: fix DemandFeed playback
Broken in 09dc0cc9489d33e86ddd5f1605014b63cb612139.
commit 98351ddf7e2b8de6018f26d0c1d4313e148517a6
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Sat May 30 05:50:52 2020 -0700
Duke3d: mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value
This is so I can tell the difference between actor .t_data[] values that are actually set to something defined in CON versus bullshit arbitrary internal usage of the same variable, which I need for a future commit.
commit fb4c4d5f27daa20a764d2a31fea79c9fe65b072f
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Sat May 30 04:01:06 2020 -0700
Duke3d: improve WT FLAMETHROWERFLAME enemy type check
I don't expect anyone to make an EDuke32-compatible WT mod where other enemies shoot FLAMETHROWERFLAME, but if they do the behavior will at least be consistent across enemy types.
commit 56a6ba6021733a6b0a4e4895cd648717612786e9
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Sat May 30 01:34:23 2020 -0700
Duke3d: optimize A_RadiusDamage()
This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.
commit 3b20f6102a38fc8fff3ee2d4f3830ed64904e60f
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Thu May 28 13:48:29 2020 -0700
four spaces
See https://voidpoint.io/terminx/eduke32 for more details.
Broken in 09dc0cc9489d33e86ddd5f1605014b63cb612139.
This is so I can tell the difference between actor .t_data[] values that are actually set to something defined in CON versus bullshit arbitrary internal usage of the same variable, which I need for a future commit.
I don't expect anyone to make an EDuke32-compatible WT mod where other enemies shoot FLAMETHROWERFLAME, but if they do the behavior will at least be consistent across enemy types.
This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.