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2013.04.15.Log0802.txt

📄SVN 📅2013-04-15 💾3,3 KB 7 Parsed entries BUILD FIX

Revision r3683

TROR no-SE7 water: spawn splash, reuse calculated other sector number.

Revision r3682

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.

Revision r3681

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.

Revision r3680

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.

Revision r3679

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...

Revision r3678

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.

Revision r3677

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.
------------------------------------------------------------------------
Raw Content
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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...
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------