------------------------------------------------------------------------ r2502 | helixhorned | 2012-03-18 16:18:32 -0700 (Sun, 18 Mar 2012) | 9 lines Clear up after r2495. (Because I'm a pedantic asshole.) - in Mapster, pre-form the default 10 clip map names before returning from G_CheckCommandLine() so it gets loaded even if we passed no cmdline args. - malloc + strlen + strcpy --> strdup - don't need to spank dead variables ;) - we may call calloc with zero size, which isn't bad by itself, but asserting for non-null afterwards is. Allocs of 0 are implementation-defined, and may well return a null pointer (C99 7.20.3). ------------------------------------------------------------------------ r2501 | helixhorned | 2012-03-18 16:18:12 -0700 (Sun, 18 Mar 2012) | 3 lines Assorted trivia. Make some computer Duke opponent variables in player.c static. ------------------------------------------------------------------------ r2500 | helixhorned | 2012-03-18 16:17:51 -0700 (Sun, 18 Mar 2012) | 1 line Input validation: guard makepalookup 'pal', 2dcol 'col'. Add one const. ------------------------------------------------------------------------ r2499 | helixhorned | 2012-03-18 16:17:32 -0700 (Sun, 18 Mar 2012) | 4 lines Use vlineasm4 for the upright-oriented rotatesprite in C-replacements build. Gives a couple more fps for scenes where much screen estate is covered by stuff, like when holding the devastator. ------------------------------------------------------------------------ r2498 | helixhorned | 2012-03-18 16:17:17 -0700 (Sun, 18 Mar 2012) | 4 lines Port tvlineasm2 to C and enable transmaskvline2 code also for all-C builds. With the same setup as before, a screen-filling translucent wall (with nothing drawn behind it) renders at about 7 fps faster (from 60-something fps initially) ------------------------------------------------------------------------ r2497 | helixhorned | 2012-03-18 16:16:57 -0700 (Sun, 18 Mar 2012) | 5 lines Port [m]vlineasm4 to C replacements and enable for solid and masked walls. These two functions draw a vertical line 4 neighboring pixels at a time. This gives a significant speed boost for a full screen solid and masked wall scene for x86_64 (where we have plenty of registers), about 60 --> 76 fps. ------------------------------------------------------------------------ r2496 | helixhorned | 2012-03-18 16:16:37 -0700 (Sun, 18 Mar 2012) | 1 line Mapster32 tag-label system: don't consider 'switch' walls with an upwall as linking. ------------------------------------------------------------------------