mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into legacydl-16
This commit is contained in:
commit
a8a69ff03e
14 changed files with 96 additions and 47 deletions
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@ -1080,9 +1080,10 @@ static void COM_Toggle_f(void)
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for (i = 2; i < COM_Argc() - 1; ++i)
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{
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const char *str = COM_Argv(i);
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INT32 val;
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INT32 val = 0;
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if (CV_CompleteValue(cvar, &str, &val))
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if (!cvar->PossibleValue ||
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CV_CompleteValue(cvar, &str, &val))
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{
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if (str ? !stricmp(cvar->string, str)
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: cvar->value == val)
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@ -986,6 +986,9 @@ void D_RegisterClientCommands(void)
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CV_RegisterVar(&cv_bsaturation);
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CV_RegisterVar(&cv_msaturation);
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CV_RegisterVar(&cv_palette);
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CV_RegisterVar(&cv_palettenum);
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// k_menu.c
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//CV_RegisterVar(&cv_compactscoreboard);
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CV_RegisterVar(&cv_chatheight);
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@ -1089,6 +1092,7 @@ void D_RegisterClientCommands(void)
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COM_AddCommand("rteleport", Command_RTeleport_f);
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COM_AddCommand("skynum", Command_Skynum_f);
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COM_AddCommand("weather", Command_Weather_f);
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COM_AddCommand("grayscale", Command_Grayscale_f);
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#ifdef _DEBUG
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COM_AddCommand("causecfail", Command_CauseCfail_f);
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#endif
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@ -3271,6 +3271,7 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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"S_ITEM_DEBRIS_CLOUD_SPAWNER2",
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"S_ITEMICON",
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"S_ITEMBACKDROP",
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// Item capsules
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"S_ITEMCAPSULE",
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@ -1257,7 +1257,7 @@ boolean HU_Responder(event_t *ev)
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if (chatlen+pastelen > HU_MAXMSGLEN)
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return true; // we can't paste this!!
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memmove(&w_chat[c_input + pastelen], &w_chat[c_input], pastelen);
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memmove(&w_chat[c_input + pastelen], &w_chat[c_input], (chatlen - c_input) + 1); // +1 for '\0'
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memcpy(&w_chat[c_input], paste, pastelen); // copy all of that.
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c_input += pastelen;
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return true;
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@ -531,6 +531,7 @@ char sprnames[NUMSPRITES + 1][5] =
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"SBOX", // Sphere Box (for Battle)
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"RPOP", // Random Item Box Pop
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"ITRI", // Item Box Debris
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"ITPA", // Paper item backdrop
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"SGNS", // Signpost sparkle
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"FAST", // Speed boost trail
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"DSHR", // Speed boost dust release
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@ -3879,6 +3880,7 @@ state_t states[NUMSTATES] =
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{SPR_NULL, 0, 7, {A_SpawnItemDebrisCloud}, 20, 0, S_ITEM_DEBRIS_CLOUD_SPAWNER1}, // S_ITEM_DEBRIS_CLOUD_SPAWNER2
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{SPR_NULL, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMICON
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{SPR_ITPA, FF_FULLBRIGHT, -1, {NULL}, 1, 0, S_NULL}, // S_ITEMBACKDROP
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{SPR_ICAP, FF_ADD|0, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE
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{SPR_ICAP, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_TOP_SIDE
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@ -1077,6 +1077,7 @@ typedef enum sprite
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SPR_SBOX, // Sphere Box (for Battle)
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SPR_RPOP, // Random Item Box Pop
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SPR_ITRI, // Item Box Debris
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SPR_ITPA, // Paper item backdrop
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SPR_SGNS, // Signpost sparkle
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SPR_FAST, // Speed boost trail
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SPR_DSHR, // Speed boost dust release
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@ -4282,6 +4283,7 @@ typedef enum state
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S_ITEM_DEBRIS_CLOUD_SPAWNER2,
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S_ITEMICON,
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S_ITEMBACKDROP,
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// Item capsules
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S_ITEMCAPSULE,
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10
src/k_kart.c
10
src/k_kart.c
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@ -6924,9 +6924,14 @@ void K_DropHnextList(player_t *player, boolean keepshields)
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mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT8 type, UINT8 amount)
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{
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mobj_t *drop = P_SpawnMobj(x, y, z, MT_FLOATINGITEM);
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mobj_t *backdrop = P_SpawnMobjFromMobj(drop, 0, 0, 0, MT_OVERLAY);
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P_SetTarget(&backdrop->target, drop);
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P_SetMobjState(backdrop, S_ITEMBACKDROP);
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P_SetScale(drop, drop->scale>>4);
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drop->destscale = (3*drop->destscale)/2;
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drop->angle = angle;
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P_Thrust(drop,
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FixedAngle(P_RandomFixed(PR_ITEM_ROULETTE) * 180) + angle,
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@ -7002,6 +7007,9 @@ mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8
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}
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drop->flags |= MF_NOCLIPTHING;
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backdrop->dispoffset = 1;
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P_SetTarget(&backdrop->tracer, drop);
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backdrop->flags2 |= MF2_LINKDRAW;
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return drop;
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}
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@ -762,6 +762,13 @@ void Command_Setlives_f(void)
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D_Cheat(consoleplayer, CHEAT_LIVES, atoi(COM_Argv(1)));
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}
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void Command_Grayscale_f(void)
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{
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REQUIRE_CHEATS;
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COM_ImmedExecute("toggle palette \"\" GRAYPAL");
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}
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//
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// OBJECTPLACE (and related variables)
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//
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@ -75,6 +75,7 @@ void Command_Teleport_f(void);
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void Command_RTeleport_f(void);
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void Command_Skynum_f(void);
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void Command_Weather_f(void);
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void Command_Grayscale_f(void);
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#ifdef _DEBUG
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void Command_CauseCfail_f(void);
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#endif
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@ -1997,9 +1997,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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// Check if the player is allowed to be damaged!
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// If not, then spawn the instashield effect instead.
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// NB: "allowcombo", "hardhit" and related checks are here to disallow HITLAG COMBOS, not loss-of-control combos
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// DMG_EXPLODE bypasses this check to prevent blocking eggbox/SPB with spinout flashtics
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if (!force && (type != DMG_EXPLODE))
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if (!force)
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{
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if (gametyperules & GTR_BUMPERS)
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{
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@ -2039,7 +2037,8 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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allowcombo = false;
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}
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if ((target->hitlag == 0 || allowcombo == false) && player->flashing > 0)
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// DMG_EXPLODE excluded from flashtic checks to prevent dodging eggbox/SPB with weak spinout
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if ((target->hitlag == 0 || allowcombo == false) && player->flashing > 0 && type != DMG_EXPLODE)
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{
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// Post-hit invincibility
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K_DoInstashield(player);
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43
src/p_mobj.c
43
src/p_mobj.c
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@ -5257,27 +5257,8 @@ void P_RunOverlays(void)
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continue;
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}
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if (!r_splitscreen /*&& rendermode != render_soft*/)
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{
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angle_t viewingangle;
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if (players[displayplayers[0]].awayviewtics)
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viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayers[0]].awayviewmobj->x, players[displayplayers[0]].awayviewmobj->y);
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else if (!camera[0].chase && players[displayplayers[0]].mo)
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viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayers[0]].mo->x, players[displayplayers[0]].mo->y);
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else
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viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, camera[0].x, camera[0].y);
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if (!(mo->state->frame & FF_ANIMATE) && mo->state->var1)
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viewingangle += ANGLE_180;
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destx = mo->target->x + P_ReturnThrustX(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale));
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desty = mo->target->y + P_ReturnThrustY(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale));
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}
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else
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{
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destx = mo->target->x;
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desty = mo->target->y;
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}
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destx = mo->target->x;
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desty = mo->target->y;
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mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP) | (mo->target->eflags & MFE_VERTICALFLIP);
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mo->scale = mo->destscale = FixedMul(mo->target->scale, mo->movefactor);
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@ -5289,12 +5270,27 @@ void P_RunOverlays(void)
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if ((mo->flags & MF_DONTENCOREMAP) != (mo->target->flags & MF_DONTENCOREMAP))
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mo->flags ^= MF_DONTENCOREMAP;
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mo->dispoffset = mo->target->dispoffset + mo->info->dispoffset;
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if (!(mo->state->frame & FF_ANIMATE))
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{
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zoffs = FixedMul(((signed)mo->state->var2)*FRACUNIT, mo->scale);
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// if you're using FF_ANIMATE on an overlay,
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// then you're on your own.
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if (mo->state->var1)
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{
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mo->dispoffset--;
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}
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else
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{
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mo->dispoffset++;
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}
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}
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else
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{
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// if you're using FF_ANIMATE on an overlay,
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// then you're on your own.
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zoffs = 0;
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}
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P_UnsetThingPosition(mo);
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mo->x = destx;
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@ -6786,6 +6782,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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break;
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case MT_FLOATINGITEM:
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{
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mobj->pitch = mobj->roll = 0;
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if (mobj->flags & MF_NOCLIPTHING)
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{
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if (P_CheckDeathPitCollide(mobj))
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@ -7357,7 +7357,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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// Reset the palette now all fades have been done
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if (rendermode != render_none)
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V_SetPaletteLump(GetPalette()); // Set the level palette
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V_ReloadPalette(); // Set the level palette
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if (!(reloadinggamestate || titlemapinaction))
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{
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@ -86,11 +86,16 @@ static CV_PossibleValue_t constextsize_cons_t[] = {
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static void CV_constextsize_OnChange(void);
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consvar_t cv_constextsize = CVAR_INIT ("con_textsize", "Medium", CV_SAVE|CV_CALL, constextsize_cons_t, CV_constextsize_OnChange);
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consvar_t cv_palette = CVAR_INIT ("palette", "", CV_CHEAT|CV_CALL|CV_NOINIT, NULL, CV_palette_OnChange);
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consvar_t cv_palettenum = CVAR_INIT ("palettenum", "0", CV_CHEAT|CV_CALL|CV_NOINIT, CV_Unsigned, CV_palette_OnChange);
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// local copy of the palette for V_GetColor()
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RGBA_t *pLocalPalette = NULL;
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RGBA_t *pMasterPalette = NULL;
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RGBA_t *pGammaCorrectedPalette = NULL;
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static size_t currentPaletteSize;
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/*
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The following was an extremely helpful resource when developing my Colour Cube LUT.
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http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html
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@ -311,9 +316,12 @@ UINT32 V_GammaCorrect(UINT32 input, double power)
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static void LoadPalette(const char *lumpname)
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{
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lumpnum_t lumpnum = W_GetNumForName(lumpname);
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size_t i, palsize = W_LumpLength(lumpnum)/3;
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size_t i, palsize;
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UINT8 *pal;
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currentPaletteSize = W_LumpLength(lumpnum);
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palsize = currentPaletteSize / 3;
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Cubeapply = InitCube();
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if (pLocalPalette != pMasterPalette)
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@ -400,8 +408,24 @@ const char *R_GetPalname(UINT16 num)
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const char *GetPalette(void)
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{
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const char *user = cv_palette.string;
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if (user && user[0])
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{
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if (W_CheckNumForName(user) == LUMPERROR)
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{
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CONS_Alert(CONS_WARNING,
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"cv_palette %s lump does not exist\n", user);
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}
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else
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{
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return cv_palette.string;
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}
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}
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if (gamestate == GS_LEVEL)
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return R_GetPalname((encoremode ? mapheaderinfo[gamemap-1]->encorepal : mapheaderinfo[gamemap-1]->palette));
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return "PLAYPAL";
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}
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@ -419,6 +443,19 @@ void V_SetPalette(INT32 palettenum)
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if (!pLocalPalette)
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V_ReloadPalette();
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if (palettenum == 0)
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{
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palettenum = cv_palettenum.value;
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if (palettenum * 256U > currentPaletteSize - 256)
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{
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CONS_Alert(CONS_WARNING,
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"cv_palettenum %d out of range\n",
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palettenum);
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palettenum = 0;
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}
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}
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_SetPalette(&pLocalPalette[palettenum*256]);
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@ -433,23 +470,12 @@ void V_SetPalette(INT32 palettenum)
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void V_SetPaletteLump(const char *pal)
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{
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LoadPalette(pal);
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_SetPalette(pLocalPalette);
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#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
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else
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#endif
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#endif
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if (rendermode != render_none)
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I_SetPalette(pLocalPalette);
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#ifdef HASINVERT
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R_MakeInvertmap();
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#endif
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V_SetPalette(0);
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}
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static void CV_palette_OnChange(void)
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{
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// reload palette
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// recalculate Color Cube
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V_ReloadPalette();
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V_SetPalette(0);
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}
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@ -34,7 +34,8 @@ extern consvar_t cv_ticrate, cv_constextsize,
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cv_globalgamma, cv_globalsaturation,
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cv_rhue, cv_yhue, cv_ghue, cv_chue, cv_bhue, cv_mhue,
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cv_rgamma, cv_ygamma, cv_ggamma, cv_cgamma, cv_bgamma, cv_mgamma,
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cv_rsaturation, cv_ysaturation, cv_gsaturation, cv_csaturation, cv_bsaturation, cv_msaturation;
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cv_rsaturation, cv_ysaturation, cv_gsaturation, cv_csaturation, cv_bsaturation, cv_msaturation,
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cv_palette, cv_palettenum;
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// Allocates buffer screens, call before R_Init.
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void V_Init(void);
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