------------------------------------------------------------------------ r2895 | helixhorned | 2012-08-13 11:26:18 -0700 (Mon, 13 Aug 2012) | 1 line CON: in showview*, use new aspect determination if r_usenewaspect is 1. ------------------------------------------------------------------------ r2894 | helixhorned | 2012-08-13 11:26:16 -0700 (Mon, 13 Aug 2012) | 3 lines engine: in setaspect_new, determine the aspect with {x,y}dimen instead of {x,y}dim. That is, use the view boundries instead of the whole screen. ------------------------------------------------------------------------ r2893 | helixhorned | 2012-08-13 11:26:13 -0700 (Mon, 13 Aug 2012) | 1 line Rewrite the EVENT_ANIMATESPRITES loop (G_DoEventAnimSprites calls) for clarity. ------------------------------------------------------------------------ r2892 | helixhorned | 2012-08-13 11:26:11 -0700 (Mon, 13 Aug 2012) | 1 line game.c: factor out 2 inst. of dup. code into G_DoEventAnimSprites(). ------------------------------------------------------------------------ r2891 | helixhorned | 2012-08-13 11:26:08 -0700 (Mon, 13 Aug 2012) | 3 lines Hack for fake multimode/splitscreen: also draw mirrors from showview*. See the source for why this hack is ugly. ------------------------------------------------------------------------ r2890 | helixhorned | 2012-08-13 11:26:06 -0700 (Mon, 13 Aug 2012) | 4 lines CON: in fake multi-mode, play 'globalsound' even if player index isn't screenpeek. This makes sounds like DUKE_GET (item pickup) be heard for the second player in the splitscreen mod, too. ------------------------------------------------------------------------ r2889 | helixhorned | 2012-08-13 11:26:03 -0700 (Mon, 13 Aug 2012) | 4 lines If a value of 1 is returned from EVENT_DISPLAYROOMS, don't draw them. This includes mirrors, rooms and masks. Any value other than 0 or 1 that is returned is considered an error (reserved for future use). ------------------------------------------------------------------------ r2888 | helixhorned | 2012-08-13 11:26:01 -0700 (Mon, 13 Aug 2012) | 1 line Fix mirrors in Polymost. ------------------------------------------------------------------------ r2887 | helixhorned | 2012-08-13 11:25:59 -0700 (Mon, 13 Aug 2012) | 1 line Clean up G_MoveFX() a little. ------------------------------------------------------------------------ r2886 | helixhorned | 2012-08-13 11:25:56 -0700 (Mon, 13 Aug 2012) | 3 lines Splitscreen mod hacks: handle screen tinting from both players. Of course, it still affects the whole screen. Handles pain and lizard spit. ------------------------------------------------------------------------ r2885 | helixhorned | 2012-08-13 11:25:53 -0700 (Mon, 13 Aug 2012) | 4 lines Hacks for the splitscreen mod: play sounds from both players. The sound distance is the minimum of the two. Both point sources as well as MUSICANDSFX ambient sound is handled. ------------------------------------------------------------------------ r2884 | helixhorned | 2012-08-13 11:25:51 -0700 (Mon, 13 Aug 2012) | 7 lines sounds.c: Factor out duplicate code into S_CalcDistAndAng(). The two instances in S_PlaySound3D() and S_Update() were slightly different as far as sequencing is concerned. However, I think making it the same has only benefits and may fix some popping sounds when starting to play a sound and updating it with a different distance value on the second buffer fill. ------------------------------------------------------------------------ r2883 | helixhorned | 2012-08-13 11:25:48 -0700 (Mon, 13 Aug 2012) | 1 line First round of sounds.c cleanup, no functional changes. ------------------------------------------------------------------------ r2882 | helixhorned | 2012-08-13 11:25:46 -0700 (Mon, 13 Aug 2012) | 1 line Also draw TROR from showview* commands. ------------------------------------------------------------------------ r2881 | helixhorned | 2012-08-13 11:25:40 -0700 (Mon, 13 Aug 2012) | 1 line Rename args in G_DoSpriteAnimations(), for easier grepping. ------------------------------------------------------------------------ r2880 | helixhorned | 2012-08-13 11:25:37 -0700 (Mon, 13 Aug 2012) | 1 line High-level TROR drawing: clean up how things are passed around. ------------------------------------------------------------------------ r2879 | helixhorned | 2012-08-13 11:25:32 -0700 (Mon, 13 Aug 2012) | 3 lines Resurrect fake multiplayer mode a little (no bots). Just enough so that Bloodclaw's splitscreen mod can be played. ------------------------------------------------------------------------ r2878 | helixhorned | 2012-08-13 11:25:28 -0700 (Mon, 13 Aug 2012) | 13 lines Correct premap.c's clearfrags(). The story: Duke3D 1.5 source had "short frags[MAXPLAYERS][MAXPLAYERS]" and "clearbufbyte(&frags[0][0],(MAXPLAYERS*MAXPLAYERS)<<1,0L);". In r1625, g_player[].frags[MAXPLAYERS] was changed from an array of int32_t to one of uint8_t, but the clearing code ("clearbufbyte(&g_player[i].frags[0],MAXPLAYERS<<1,0L);") stayed. In r2201, I rewrote clearfrags() under the assumption that it really is supposed to clear stuff beyond .frags[]. The moral: 1. Write clean code. 2. Use sizeof. 3. Write clean code! ------------------------------------------------------------------------