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2013.02.07.Log0746.txt

📄SVN 📅2013-02-07 💾2,5 KB 8 Parsed entries CON BUILD FIX

Revision r3466

Lunatic (translator): thisprojectile, *shoot.

Revision r3465

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.

Revision r3464

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

Also, simplify a couple of other lines.

Revision r3463

Lunatic: projectiles...

Revision r3462

player.c: factor out a repeated 3-liner into safeldist(), remove some commented code.

Revision r3461

actors.c: factor out 6x identical code into Proj_BounceOffWall().

Revision r3460

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

Simplifying VM_FallSprite and VM_ResetPlayer2 used from Lunatic.

Revision r3459

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