Novembre 2018
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Generale
This one is for Hendricks
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Generale
Was checking something out for a mapper and noticed this block of code should be nested deeper.
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Generale
Improve selection of a failsafe video mode if videoSetGameMode() fails at game startup
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stop playing sounds when entering the tile selector in 3d mode
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Generale
Minor start window cleanup. This ended up touching a bunch of other files due to variable renaming, but there are zero functional changes to anything but the startup window in this commit.
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Generale
Fix whitespace in gameres.rc
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Fix Polymer checkbox not showing up in the startup window in Visual Studio builds
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Use clamp in mact LIMITCONTROL macro
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These changes aren't particularly meaningful
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Moved a few things in mact around while I stared at it thinking about what to do with it
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Move hash_getcode() and inthash_getcode() to hash.h so they can be used in places other than hash.cpp
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After parsing the cfg, fill in the default bindings for any control functions that are completely missing, with function unbound and key unused by anything else.
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Convert some unwieldly g_player[myconnectindex].ps->gm crap to references
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Slightly simplify S_OpenAudio()...
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Use MODE_RESTART in osdcmd_map() when already in a game
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Generale
Rename Gv_GetSpecialVar() to Gv_GetArrayOrStruct() and fix what would be a bug in Gv_GetVarDataPtr() if we were using it for something more than the single thing we use it for now
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Generale
Prevent crash in the editor if newnumwalls and numwalls are both somehow -1
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Generale
Fix crash when attempting to load a corrupt map
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Switch VM_EventCommon to use references
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pass SDL_WINDOW_FULLSCREEN_DESKTOP to SDL_SetWindowFullscreen() when setting a windowed mode that matches the desktop resolution
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Generale
Convert the Gv_GetVar and Gv_SetVar family of functions into something similar to the setup for VM_OnEvent, where multiple versions of the functions are generated by the compiler via forced inlining. This makes the functions much easier to maintain.
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Generale
Tiny cleanups
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Direct struct access for tsprite, and break special gamevar access out of Gv_GetVar() and into a separate function like it already was with Gv_GetVarX()
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Generale
Clean up Gv_AddSystemVars() and Gv_RefreshPointers()
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Add LAST_LABEL macro
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Direct access for the actor structs
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gamedef.cpp and friends: use preprocessor defines instead of hard-coded values for gamevar IDs that are really constants or arrays or structs
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Clean up VM array handling with references
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Refine CON VM error handling behavior.
Mostra dettagli
Old behavior: when an operation failed, execution attempted to continue from the next command as if nothing had happened. This behavior was poorly defined and often had unintended consequences; e.g a "random" sprite being operated on because an operation that was supposed to place a sprite id in a gamevar failed, and the previous value was taken as a sprite id instead. New behavior: execution of the state/actor/event halts. Failure of a particular actor is more immediately obvious and unwanted trampling on other parts of the game state does not occur.
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direct CON read/write access to structure members via pointer and offset instead of translation function. This is only enabled for wall and sector structure members in this commit.
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Generale
Remove CON ERROR_OPENBRACKET and ERROR_CLOSEBRACKET and add ERROR_NOTTOPLEVEL
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Generale
Add a couple missing headers to build.vcxproj
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Minor gamedef.cpp cleanup
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Formatting
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Use reference in G_DoGameStartup().
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Add a new member to memberlabel_t to hold the offset of a structure member for CON access. This will be used in a future commit.
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Sorting and formatting for [names|sound]dyn.[cpp|h]
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Cleanup includes
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SDL 2.0.9
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Use references in G_UpdatePlayerFromMenu() and G_BackToMenu() for readability
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Generale
This does nothing but fix indentation of a single block of code
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Generale
Remove dead code that once opened a browser to the store page for Duke Nukem 3D: Megaton Edition on Steam
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Generale
More control/input cleanup
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Generale
Clean up some of the remaining stuff in duke3d/src/config.cpp a bit. Not very meaningful changes... just things I saw when trying to decide how to tackle some of this mess.
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Remove the "ConsoleKeys[]" array from osdcmds.cpp in favor of accessing mact's sctokeylut[]
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Move sctokeylut[] in mact to keyboard.h from keyboard.cpp
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Remove several unused player struct members and bump BYTEVERSION
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Split some of the title screen display stuff into separate functions
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More premap cleanup
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This is starting to feel like distilling diarrhea into grey water