Build 8125
SVN-
General
Remove the EDUKE32_STANDALONE guards from around the definition of EVENT_CAPIR (but not the implementation)
SVN handles and Git names are merged into one person.
Remove the EDUKE32_STANDALONE guards from around the definition of EVENT_CAPIR (but not the implementation)
EDUKE32_STANDALONE EVENT_CAPIR
Expose control over the list of statnums that hitradius will damage to CON
Add missing abs() call to z check before EVENT_JUMP
Add userdef .gamepadactive
Add getgamefuncbind
Change actor/player context of EVENT_SCREEN
Fix rendering skyboxes to a tile by altering renderSetTarget() & renderRestoreTarget() to set & reset xdim & ydim so that G_ShowView() can render while a render target is set,
and additionally modifying G_SetupCamTile() to call EVENT_DISPLAYROOMSCAMERATILE after calling renderSetTarget()
new special purpose gamevar flag
Add updatesectorneighbour() and updatesectorneighbourz() and make them accessible to CON to allow searching for nearby neighbouring sectors from a known sector.
These updatesector counterparts are more performant for tasks that require determining whether nearby sectors exist at a point as they will not exhaustively search the map. This also leads to more correct behaviour when sectors are disjoint, as queries will breadth-first search neighbouring sectors rather than risk accidentally stumbling first across accomodating disjoint sectors.
Untie EVENT_ALTFIRE from the conditions required to trigger EVENT_FIRE
Add gamefunc_Alt_Weapon and EVENT_ALTWEAPON back in
Add EVENT_RESETGOTPICS which gives scripts the chance to reset gotpics (and similar effects trackers) for effects that run in EVENT_DISPLAYROOMS.
EVENT_RESETGOTPICS is called after the last call to EVENT_DISPLAYROOMS in a frame, but before any engine-side calls to renderDrawRoomsQ16()
Allow CON-specified actions to override hardcoded tsprpicnum behavior of PLAYERONWATER, CAMERA1, and RAT
Gamevar system maintenance
This removes some of the error handling for gamevar reads and writes and trades it for simpler code and a small-but-benchmarkable performance increase.
Make CLIPMASK0 and CLIPMASK1 regular defined tokens instead of read-only gamevars
I don't remember if there was any particular reason they were added as gamevars in the first place.
CON VM maintenance
Fix a potentially funny bug in the CON parser
I don't think anyone actually ran into this.
Use function overloading to clean up some of the CON event execution function names
Add EDUKE32_PREDICT_FALSE to EVENT_ANIMATESPRITES check in G_SaveMapState() and G_RestoreMapState()
Fix potential OOB memory access if the player's curr_weapon member is set out of range from CON
Fix "findnearactor" family of CON functions
Free inthash tables used by the CON compiler using the contents of inttables[] instead of listing them explicitly in C_Compile()
Implement a new VM dispatch method using an explicit jump table
Most of this patch is by pogokeen.
Macro-ize CON keyword tokens in gamedef.h and gameexec.cpp
Most of this patch is by pogokeen.
Move five missed opcodeless keywords down in gamedef.h
#ifdef out deactivated stuff that should not be half-in, half-out
Use existing viewingrange and yxaspect for showview so it matches that of the main view
This fixes fov when using showview in EVENT_DISPLAYROOMS to do layered rendering, but it might not be right for uses of showview that simply display picture-in-picture stuff on screen.
Remove read only bit from SPRITE_SECTNUM and SPRITE_STATNUM in m32script
Add mousebits gamevar to m32script for querying mouse button states
Fix issue where a useless error would be printed to the log and bad memory reads could occur when compiling a CON script with an invalid structure member passed as gamevar structure access shortcut shorthand
CON access to raw q16 values for player horiz and ang etc