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4440 2587d 16h terminx /polymer/eduke32/source/player.c Android updates from Emile. DONT_BUILD.  
4433 2591d 2h terminx /polymer/eduke32/source/player.c Partial Android support cleanup. I actually have no idea if this even compiles ;)  
4392 2610d 21h helixhorned /polymer/eduke32/source/player.c Factor out approaching val. to target val by half-difference steps into logapproach().

Fix a case in G_MovePlayers(), where the player sprite's shade is approached
toward the ceiling/floor's shade. Before, it could stop at one above or below!
 
4386 2612d 2h terminx /polymer/eduke32/source/player.c Some basic changes for Android support. DONT_BUILD.  
4377 2617d 20h helixhorned /polymer/eduke32/source/player.c In three missed places, use AC_MOVFLAGS instead of sp->hitag.  
4351 2639d 15h helixhorned /polymer/eduke32/source/player.c Rename SPRITE_* flag enum constants to SFLAG_*, for consistency with CON.  
4296 2659d 13h terminx /polymer/eduke32/source/player.c Fix a missing reference to WEAPON_POS_LOWER  
4256 2680d 20h helixhorned /polymer/eduke32/source/player.c LunaCON: for readgamevar, if ud.config.scripthandle < 0, keep value, don't err.  
4249 2680d 21h hendricks266 /polymer/eduke32/source/player.c Block off hacks for the primitive splitscreen CON mod with SPLITSCREEN_MOD_HACKS so they are no longer compiled.

These hacks could no longer be allowed to co-opt the fake multiplayer mode, used for local testing and mod development.

I have half a mind to remove the hacks outright because they could be likened to drilling bolts directly into your car engine just so you could mount a bowling ball as a hood ornament. However, I don't want to take away the splitscreen hack mod from anyone who uses it, and the work done on these hacks should be useful if proper splitscreen were implemented internally using per-player input and multiple renderer/audio passes.
 
4229 2695d 18h helixhorned /polymer/eduke32/source/player.c Remaining sanitizing of .yvel usage plus minor cleanup.  
4227 2695d 18h helixhorned /polymer/eduke32/source/player.c Make a couple of player functions take player indices instead of DukePlayer_t *.  
4226 2695d 18h helixhorned /polymer/eduke32/source/player.c Guard retrieval of player index (.yvel) from APLAYER sprite.

It is unacceptable that yvel is on one hand modifiable without restriction from
scripting, but can be used as an array index without prior bound check in the C
code. Because that member has an overloaded meaning and is also used for
innocuous purposes such as the green color intensity of an SE light, it's
infeasible to restrict access from scripting. Consequently, we must add bound
checks on the C side. This is the first part of the effort to make .yvel safe,
adding two functions P_Get() and P_GetP(). There are a couple of other uses as
some kind of index.
 
4221 2697d 15h helixhorned /polymer/eduke32/source/player.c Clean up code related to forcefield player damage etc.  
4216 2697d 15h helixhorned /polymer/eduke32/source/player.c Consolidate P_AddWeaponNoSwitch into an additional P_AddWeapon argument.  
4215 2697d 15h helixhorned /polymer/eduke32/source/player.c Minor stylistic tweaks of code related to weapon switching.  
4205 2703d 17h helixhorned /polymer/eduke32/source/player.c Generalize Sect_DamageCeiling to Sect_DamageCeilingOrFloor, use appropriately.

- in the function itself: for floor, currently, do nothing (but this commit
is in preparation of the next one, again)
- In Proj_MaybeDamageCF(), Proj_MaybeDamageCF2() and the A_RadiusDamage() use
if the function, generalize to floors, but with the special case that
parallaxed floors keep blocking projectiles, as before (in constrast to
parallaxed ceilings). However, Sect_DamageCeilingOrFloor() is only
called for non-parallaxed ceilings *and* floors.
 
4204 2703d 17h helixhorned /polymer/eduke32/source/player.c Minor no-functionality-changing tweaks.

- factor out: G_WallSpriteDist()
- factor out: Proj_MaybeDamageCF() and Proj_MaybeDamageCF2()
in preparation for the next commit
- Make PROJ_DECAYVELOCITY macro take an arg for readability's sake
 
4199 2711d 16h helixhorned /polymer/eduke32/source/player.c Various stylistic cleanup.

- Move ARRAY_SIZE() macro to compat.h, add another one ARRAY_SSIZE()
- In A_RadiusDamage(): note maybe-unaligned access issue, prevent unlikely oob
- sector.c: use SPRITES_OF* macros where appropriate
 
4185 2722d 17h helixhorned /polymer/eduke32/source/player.c Guard a sprite/actor access with sector[].hitag as index from OOB.

Unlikely but possible for rogue CON code.
 
4180 2725d 14h helixhorned /polymer/eduke32/source/player.c Don't assign result of A_PlaySound() to p->scream_voice if the former is >127.

Because p->scream_voice is an int8_t.
This is an unlikely situation (126 voices ought to be playing simultaneously
while starting the "scream" sound), but still...
 

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