* Applied 16 bit bmp loading fix to "fancy shadows" version too, forgot before
* (Bugfix) Dink is no longer sometimes incorrectly shown on screen right as a dmod is started * (Windows, DinkC, Performance) Logging code rewritten, it's was horribly slow before. If a DMOD spammed "debug" messages it would previously drastically slow down the entire dmod * (Bugfix) LOAD_SEQUENCE and LOAD_SEQUENCE_NOW fixes, fixes stuff in many dmods * Improved mouse handling on dialog menus, no longer accidently select the first option of the dink menu if you click slow after using HD's escape menu to get there git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1507 353e56fe-9613-0410-8469-b96ad8e6f29c
This commit is contained in:
parent
59d4b5754c
commit
45e7f2bd60
8 changed files with 559 additions and 481 deletions
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@ -193,5 +193,17 @@ first so it should be ok anyway)
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* DMOD data downloaded from dink network is now cached for that session (it's not going to change so quickly, so why stress DN.com if we don't have to)
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* (Bugfix) "installing <dmod>..." text message is no longer truncated in a weird way sometimes
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* (Bugfix) Fixed another issue where a base graphic could fill in with a missing .bmp in a sequence when it shouldn't
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* Huh, turns out .D files are always loaded before .C files. I switched back to including .D files, otherwise if you didn't do a clean install my start.c changes don't show up
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* Fixed it so freedink.exe and the old dink can be run directly from the Dink HD directory without crashing. I didn't actually test it before, they didn't like / instead of \ in my .ini previously.
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I also added the CD and splash.bmp that were missing
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* Quick tip that pops up when playing the normal game now talks about the F1/F8 instant state save/load feature instead of talking about pressing the "pause icon" which doesn't even exist on the Windows build
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- Note: Just to be safe, save state version has changed, so old save states won't load
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------ Change log for 1.8.0 ----------
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* Applied 16 bit bmp loading fix to "fancy shadows" version too, forgot before
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* (Bugfix) Dink is no longer sometimes incorrectly shown on screen right as a dmod is started
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* (Windows, DinkC, Performance) Logging code rewritten, it's was horribly slow before. If a DMOD spammed "debug" messages it would previously drastically slow down the entire dmod
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* (Bugfix) LOAD_SEQUENCE and LOAD_SEQUENCE_NOW fixes, fixes stuff in many dmods
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* Improved mouse handling on dialog menus, no longer accidently select the first option of the dink menu if you click slow after using HD's escape menu to get there
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@ -172,6 +172,8 @@ const char * GetAppName()
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App::App()
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{
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m_logFileHandle = NULL;
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http://www.rtsoft.com
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m_bGhostMode = false;
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@ -182,8 +184,8 @@ App::App()
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m_bDidPostInit = false;
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m_bHasDMODSupport = true;
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//for mobiles
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m_version = 1.79f;
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m_versionString = "V1.7.9";
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m_version = 1.80f;
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m_versionString = "V1.8.0";
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m_build = 1;
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m_bCheatsEnabled = false;
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@ -197,6 +199,11 @@ App::App()
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App::~App()
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{
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assert(m_logFileHandle);
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if (m_logFileHandle)
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fclose(m_logFileHandle);
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//L_ParticleSystem::deinit();
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}
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@ -352,7 +359,7 @@ bool App::Init()
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#ifdef WINAPI
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OutputDebugString(text.c_str());
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#endif
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AddText(text.c_str(), (GetSavePath() + "log.txt").c_str());
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AddTextToLog(text.c_str(), (GetSavePath() + "log.txt").c_str());
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}
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@ -1018,3 +1025,55 @@ void App::OnUnloadSurfaces()
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//g_transitionSurf.Kill();
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}
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void App::AddTextToLog(const char *tex, const char *filename)
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{
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if (strlen(tex) < 1) return;
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if (m_logFileHandle == NULL)
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{
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//open 'er up
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m_logFileHandle = fopen(filename, "wb");
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if (!m_logFileHandle)
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{
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assert(!"huh?");
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}
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return;
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}
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if (!m_logFileHandle) return;
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fwrite(tex, strlen(tex), 1, m_logFileHandle);
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}
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//our custom LogMsg that isn't slow as shit
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void LogMsg(const char* traceStr, ...)
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{
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va_list argsVA;
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const int logSize = 1024 * 10;
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char buffer[logSize];
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memset((void*)buffer, 0, logSize);
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va_start(argsVA, traceStr);
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vsnprintf_s(buffer, logSize, logSize, traceStr, argsVA);
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va_end(argsVA);
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OutputDebugString(buffer);
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OutputDebugString("\n");
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if (IsBaseAppInitted())
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{
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GetBaseApp()->GetConsole()->AddLine(buffer);
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strcat(buffer, "\r\n");
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//OutputDebugString( (string("writing to ")+GetSavePath()+"log.txt\n").c_str());
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//this is the slow part. Or was...
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GetApp()->AddTextToLog(buffer, (GetSavePath() + "log.txt").c_str());
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}
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}
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@ -84,6 +84,7 @@ public:
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void OnMessage( Message &m );
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void OnLoadSurfaces();
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void OnUnloadSurfaces();
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void AddTextToLog(const char *tex, const char *filename);
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void AddDroidKeyboardKeys();
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void RemoveAndroidKeyboardKeys();
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void AddIcadeProvider();
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@ -115,6 +116,8 @@ private:
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int m_desktopBuild;
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bool m_bHasDMODSupport;
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bool m_bCheatsEnabled;
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FILE * m_logFileHandle;
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};
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@ -82,9 +82,14 @@ void CursorComponent::OnInput( VariantList *pVList )
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case MESSAGE_TYPE_GUI_CLICK_START:
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//HandleClickStart(pt);
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OnUpdatePos(pt);
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
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g_dinkMouseRightClick = true;
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if (!m_bDisable)
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{
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
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g_dinkMouseRightClick = true;
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}
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break;
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case MESSAGE_TYPE_GUI_CLICK_END:
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@ -144,17 +144,13 @@ void DMODSetTitleLabel(Entity *pMenu, string myMsg)
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if (pLabel)
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{
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pLabel->RemoveComponentByName("Typer"); // a thing that types stuff
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pLabel->GetComponentByName("TextRender")->GetVar("text")->Set(myMsg);
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//just kidding, add typer back
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EntityComponent *pTyper = pLabel->AddComponent(new TyperComponent);
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pTyper->GetVar("text")->Set(".......");
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pTyper->GetVar("speedMS")->Set(uint32(500));
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}
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@ -16,7 +16,7 @@ bool pre_figure_out(const char *line, int load_seq, bool bLoadSpriteOnly);
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#define C_DINK_SCREEN_TRANSITION_TIME_MS 400
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const float SAVE_FORMAT_VERSION = 2.7f;
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const float SAVE_FORMAT_VERSION = 2.8f;
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const int C_DINK_FADE_TIME_MS = 300;
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const float G_TRANSITION_SCALE_TRICK = 1.01f;
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@ -915,6 +915,7 @@ void load_map(const int num)
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int holdme,lsize;
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LogMsg("Loading map %d...",num);
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g_dglos.m_bRenderBackgroundOnLoad = true;
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StreamingInstance *pFile = GetFileManager()->GetStreaming(GetFileLocationString(g_dglos.current_map), NULL, false);
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@ -1627,6 +1628,8 @@ bool LoadSpriteSingleFrame(string fNameBase, int seq, int oo, int picIndex, eTra
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g_dglos.g_picInfo[picIndex].box.left = 0;
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g_dglos.g_picInfo[picIndex].box.right = surfSizeX;
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g_dglos.g_picInfo[picIndex].box.bottom = surfSizeY;
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}
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@ -1803,7 +1806,7 @@ bool load_sprites(char org[512], int seq, int speed, int xoffset, int yoffset, r
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g_dglos.g_seq[seq].s = g_dglos.g_curPicIndex -1;
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}
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if (bScanOnly)
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if (bScanOnly || g_dglos.g_seq[seq].frame[1] == 0)
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{
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if (reload)
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{
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break;
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}
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}
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return true;
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if (bScanOnly)
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return true;
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}
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@ -2028,7 +2032,7 @@ bool ReloadSequence(int seqID, int frame, bool bScanOnly)
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if (g_dglos.g_seq[seqID].m_bFrameSetUsed)
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{
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//a set_frame_frame has been used here. This means we may reference another sprite that isn't loaded yet, better check
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for (int i = 0; i < C_MAX_SPRITE_FRAMES; i++)
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for (int i = 1; i < C_MAX_SPRITE_FRAMES; i++)
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{
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if (g_dglos.g_seq[seqID].frame[i] == 0)
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{
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int seqID = atol(ev[3]);
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#ifdef _DEBUG
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if (seqID == 104)
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if (seqID == 131)
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{
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LogMsg("Loading sand stuff");
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int seqID = atol(ev[3]);
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#ifdef _DEBUG
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if (seqID == 453)
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if (seqID == 131)
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{
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// LogMsg("Loading sand stuff prefigure out");
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LogMsg("Loading sand stuff prefigure out");
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}
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#endif
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/*
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if (compare(ev[1], "LOAD_SEQUENCE") && g_dglos.g_seq[seqID].active == true)
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{
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//detect if this was already set somewhere first in the ini, on original Dink, this is a bug but doesn't matter because it doesn't load it, where with Dink HD LOAD_SEQUENCE_NOW's are
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return bReturn;
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}
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*/
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//ignore above, we need it for dmods
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ReadFromLoadSequenceString(ev);
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if (special == -1)
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g_dglos.g_seq[myseq].frame[myframe] = special;
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else
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{
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g_dglos.g_seq[myseq].frame[myframe] = g_dglos.g_seq[special].frame[special2];
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//also copy over the details...
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}
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}
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@ -2900,12 +2912,19 @@ bool get_box (int spriteID, rtRect32 * pDstRect, rtRect32 * pSrcRect )
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}
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#ifdef _DEBUG
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if (g_sprite[spriteID].pseq == 75 )
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if (g_sprite[spriteID].pseq == 204 )
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{
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LogMsg("Yo");
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}
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#endif
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#ifdef _DEBUG
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if (g_sprite[spriteID].pseq == 202)
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{
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LogMsg("Original");
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}
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#endif
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int picID = getpic(spriteID);
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if (g_sprite[spriteID].size == 0) g_sprite[spriteID].size = 100;
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@ -2922,11 +2941,22 @@ bool get_box (int spriteID, rtRect32 * pDstRect, rtRect32 * pSrcRect )
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{
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//wait.. this isn't the original picture, a set_frame_frame has been used! We want the offset from the original.
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/*
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//is the parent seq of the original an anim?
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if (g_dglos.g_seq[g_dglos.g_picInfo[originalSurfPic].m_parentSeq].m_bIsAnim && g_dglos.g_picInfo[originalSurfPic].xoffset == 0 && g_dglos.g_picInfo[originalSurfPic].yoffset == 0)
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if (g_dglos.g_seq[g_dglos.g_picInfo[originalSurfPic].m_parentSeq].m_bIsAnim )
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{
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txoffset = g_dglos.g_seq[g_dglos.g_picInfo[originalSurfPic].m_parentSeq].m_xoffset;
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tyoffset = g_dglos.g_seq[g_dglos.g_picInfo[originalSurfPic].m_parentSeq].m_yoffset;
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//first, does the original pic have stuff set for it?
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txoffset = g_dglos.g_picInfo[originalSurfPic].xoffset;
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tyoffset = g_dglos.g_picInfo[originalSurfPic].yoffset;
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if (txoffset == 0 && tyoffset == 0)
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{
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//No? Well, how about the whole anim in general
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txoffset = g_dglos.g_seq[g_dglos.g_picInfo[originalSurfPic].m_parentSeq].m_xoffset;
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tyoffset = g_dglos.g_seq[g_dglos.g_picInfo[originalSurfPic].m_parentSeq].m_yoffset;
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}
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}
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else
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{
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@ -2934,6 +2964,13 @@ bool get_box (int spriteID, rtRect32 * pDstRect, rtRect32 * pSrcRect )
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tyoffset = g_dglos.g_picInfo[originalSurfPic].yoffset;
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}
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*/
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// picID = originalSurfPic;
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// txoffset = g_dglos.g_picInfo[picID].xoffset;
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//tyoffset = g_dglos.g_picInfo[picID].yoffset;
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txoffset = g_dglos.g_picInfo[picID].xoffset;
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tyoffset = g_dglos.g_picInfo[picID].yoffset;
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}
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else
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@ -4748,7 +4785,7 @@ morestuff:
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//this was also in the original dink, amazing nobody saw it?
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = false;
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = false;
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g_dglos.g_playerInfo.mouse = 0;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON2] = false;
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g_dglo.m_dirInput[DINK_INPUT_BUTTON2] = false;
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sjoy.button[1] = false;
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@ -5089,7 +5126,7 @@ void draw_sprite_game(LPDIRECTDRAWSURFACE lpdest,int h)
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//LogMsg("Drawing the rock");
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}
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if (g_sprite[h].pseq == 75)
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if (g_sprite[h].pseq == 133)
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{
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LogMsg("Drawing a wall");
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@ -5105,60 +5142,15 @@ void draw_sprite_game(LPDIRECTDRAWSURFACE lpdest,int h)
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assert(!"Bad rect");
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}
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//check_seq_status(h);
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//redink1 error checking for out-of-bounds clipping
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/*if (box_crap.left < 0)
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box_crap.left = 0;
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if (box_crap.top < box_real.top)
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box_crap.top = box_crap.top;
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if (box_crap.right > box_real.right)
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box_crap.right = box_real.right;
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if (box_crap.bottom > box_real.bottom)
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box_crap.bottom = box_real.bottom;*/
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// Msg("Box_crap: %d %d %d %d, Box_real: %d %d %d %d",box_crap.left,box_crap.top,
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// box_crap.right, box_crap.bottom,box_real.left,box_real.top,
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// box_real.right, box_real.bottom);
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|
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/*
|
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if (g_sprite[h].pseq != 0)
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{
|
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if (!check_seq_status(g_sprite[h].pseq)) return;
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assert(!"Bad sprite");
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}
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*/
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/*
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if (lpdest->m_pSurf && lpdest->m_pSurf->GetSurfaceType() == SoftSurface::SURFACE_RGBA)
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{
|
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if (g_dglos.g_picInfo[getpic(h)].pSurface->m_pSurf->GetSurfaceType() == SoftSurface::SURFACE_RGBA)
|
||||
{
|
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LogMsg("Doing rgba to rgba..");
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||||
}
|
||||
}
|
||||
*/
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|
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//check to see if we need a 32 bit buffer for this or not
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if (lpdest->m_pSurf && lpdest->m_pSurf->GetSurfaceType() == SoftSurface::SURFACE_PALETTE_8BIT)
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{
|
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if (g_pSpriteSurface[getpic(h)]->m_pSurf->GetSurfaceType() == SoftSurface::SURFACE_RGBA)
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{
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|
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|
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//yep, convert what we've got to 32 bit. We don't lose what we've done so far.
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assert(lpdest == lpDDSBackGround);
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//convert it to a high color surface on the fly, without losing the data on it
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LPDIRECTDRAWSURFACE pNewSurf = InitOffscreenSurface(C_DINK_SCREENSIZE_X, C_DINK_SCREENSIZE_Y, IDirectDrawSurface::MODE_SHADOW_GL, true, lpdest->m_pSurf);
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||||
|
||||
|
||||
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LogMsg("Detected high color bmps that need to drawn to the static landscape, converting backbuffers to 32 bit on the fly.");
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||||
delete lpDDSBackGround;
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||||
|
||||
|
@ -5179,9 +5171,7 @@ void draw_sprite_game(LPDIRECTDRAWSURFACE lpdest,int h)
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|||
g_forceBuildBackgroundFromScratch = true;
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||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
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@ -5726,7 +5716,7 @@ void place_sprites_game(bool bBackgroundOnly )
|
|||
if (strlen(g_dglos.g_smallMap.sprite[j].script) > 1)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
LogMsg("Sprite %d is requesting that script %s is loaded when the map is drawn, vision is %d", j, g_dglos.g_smallMap.sprite[j].script, *pvision);
|
||||
//LogMsg("Sprite %d is requesting that script %s is loaded when the map is drawn, vision is %d", j, g_dglos.g_smallMap.sprite[j].script, *pvision);
|
||||
#endif
|
||||
g_sprite[sprite].script = load_script(g_dglos.g_smallMap.sprite[j].script, sprite, true);
|
||||
}
|
||||
|
@ -10603,7 +10593,7 @@ void init_scripts(void)
|
|||
if (locate(k,"main"))
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
LogMsg("Screendraw: running main of script %s..", g_scriptInstance[k]->name);
|
||||
//LogMsg("Screendraw: running main of script %s..", g_scriptInstance[k]->name);
|
||||
#endif
|
||||
run_script(k);
|
||||
}
|
||||
|
@ -14847,10 +14837,12 @@ void DinkSetCursorPosition(CL_Vec2f vPos)
|
|||
|
||||
}
|
||||
|
||||
if (g_dglos.g_gameMode == 1) //dialog select?
|
||||
if (g_dglos.g_talkInfo.active != 0 && fabs(difY) < 100) //dialog select? the 100 is an ugly hack to get rid of accumulated pixels due to .. something
|
||||
{
|
||||
|
||||
//LogMsg("Mouse diff: %.2f", difY);
|
||||
#ifdef _DEBUG
|
||||
LogMsg("Mouse diff: %.2f", difY);
|
||||
#endif
|
||||
g_dglos.g_playerInfo.mouse += difY;
|
||||
}
|
||||
|
||||
|
@ -15781,6 +15773,7 @@ void DrawDinkText(int max_s, int32 *rank)
|
|||
|
||||
void updateFrame()
|
||||
{
|
||||
|
||||
if (!lpDDSBack || g_dglo.m_curLoadState != FINISHED_LOADING) return;
|
||||
bool bRenderDinkText = true;
|
||||
g_dinkFadeAlpha = 0;
|
||||
|
@ -16197,8 +16190,12 @@ void load_batch(int linesToProcess, float &percentOut)
|
|||
return;
|
||||
}
|
||||
|
||||
g_sprite[1].x = 200;
|
||||
g_sprite[1].y = 300;
|
||||
// g_sprite[1].x = 200;
|
||||
// g_sprite[1].y = 300;
|
||||
|
||||
|
||||
// g_sprite[1].x = 0;
|
||||
// g_sprite[1].y = 450;
|
||||
}
|
||||
|
||||
for (int i=0; i < linesToProcess; i++)
|
||||
|
@ -17318,6 +17315,11 @@ bool LoadState(string const &path, bool bLoadPathsOnly)
|
|||
|
||||
if ( g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad)
|
||||
{
|
||||
if (g_dglos.m_bRenderBackgroundOnLoad && g_sprite[1].brain != 13)
|
||||
{
|
||||
g_forceBuildBackgroundFromScratch = true;
|
||||
}
|
||||
|
||||
if (g_sprite[1].brain != 13)
|
||||
BuildScreenBackground(false, true);
|
||||
}
|
||||
|
@ -17618,7 +17620,7 @@ void DinkOnForeground()
|
|||
}
|
||||
|
||||
//reinit any lost surfaces that we need to
|
||||
if ( g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad)
|
||||
if ( g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad )
|
||||
{
|
||||
if (g_dglos.m_bRenderBackgroundOnLoad && g_sprite[1].brain != 13)
|
||||
{
|
||||
|
|
|
@ -386,7 +386,7 @@
|
|||
<ClCompile>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\source;..\..\shared;..\..\shared\win\;..\..\shared\util\boost;..\..\shared\ClanLib-2.0\Sources;..\..\shared\win\include;..\..\shared\FliteTTS\include;..\..\shared\Irrlicht\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_CRT_SECURE_NO_WARNINGS;BOOST_ALL_NO_LIB;C_GL_MODE;_HAS_ITERATOR_DEBUGGING=0;_SECURE_SCL=0;_NO_DEBUG_HEAP=1;RT_JPG_SUPPORT;RT_DONT_DO_MOVE_TIMER_TRICK;RT_RUNS_IN_BACKGROUND_DISABLED;RT_IPV6;_USE_32BIT_TIME_T;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_CRT_SECURE_NO_WARNINGS;BOOST_ALL_NO_LIB;C_GL_MODE;_HAS_ITERATOR_DEBUGGING=0;_SECURE_SCL=0;_NO_DEBUG_HEAP=1;RT_JPG_SUPPORT;RT_DONT_DO_MOVE_TIMER_TRICK;RT_RUNS_IN_BACKGROUND_DISABLED;RT_IPV6;_USE_32BIT_TIME_T;RT_CUSTOM_LOGMSG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<MinimalRebuild>true</MinimalRebuild>
|
||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
|
@ -431,7 +431,7 @@
|
|||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release GL|Win32'">
|
||||
<ClCompile>
|
||||
<AdditionalIncludeDirectories>..\source;..\..\shared;..\..\shared\win\;..\..\shared\util\boost;..\..\shared\ClanLib-2.0\Sources;..\..\shared\win\include;..\..\shared\FliteTTS\include;..\dxsdk\Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_CRT_SECURE_NO_WARNINGS;BOOST_ALL_NO_LIB;_USE_32BIT_TIME_T;C_GL_MODE;RT_JPG_SUPPORT;RT_DONT_DO_MOVE_TIMER_TRICK;RT_IPV6;RT_RUNS_IN_BACKGROUNDD;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_CRT_SECURE_NO_WARNINGS;BOOST_ALL_NO_LIB;_USE_32BIT_TIME_T;C_GL_MODE;RT_JPG_SUPPORT;RT_DONT_DO_MOVE_TIMER_TRICK;RT_IPV6;RT_CUSTOM_LOGMSG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<PrecompiledHeader>Use</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>PlatformPrecomp.h</PrecompiledHeaderFile>
|
||||
|
|
|
@ -7,7 +7,8 @@
|
|||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug GL|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
<LocalDebuggerCommandArguments>-game dmods/akt2</LocalDebuggerCommandArguments>
|
||||
<LocalDebuggerCommandArguments>
|
||||
</LocalDebuggerCommandArguments>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Common Debug|Win32'">
|
||||
<LocalDebuggerCommandArguments>
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue