------------------------------------------------------------------------ r3452 | helixhorned | 2013-02-01 05:05:20 -0800 (Fri, 01 Feb 2013) | 1 line Lunatic: provide access to actor-tsprite. ------------------------------------------------------------------------ r3451 | helixhorned | 2013-02-01 05:05:15 -0800 (Fri, 01 Feb 2013) | 4 lines game.c: In G_DoSpriteAnimations, put t, i and s locals into their blocks. And const them appropriately. Also remove #if 0'ed code related to an MSVC pragma. ------------------------------------------------------------------------ r3450 | helixhorned | 2013-02-01 05:05:13 -0800 (Fri, 01 Feb 2013) | 5 lines NULL spriteext[].tpsr after each running EVENT_ANIMATESPRITES for a tsprite. Meaning that only *ettsprite[THISACTOR] makes sense from CON. It did before too, because .tspr was set before each event run (and not before all runs), only that it was never nulled, which was kind of untidy. ------------------------------------------------------------------------ r3449 | helixhorned | 2013-02-01 05:05:10 -0800 (Fri, 01 Feb 2013) | 1 line m32script: remove unused tsprite access via spriteext[].tspr. ------------------------------------------------------------------------ r3448 | helixhorned | 2013-02-01 05:05:08 -0800 (Fri, 01 Feb 2013) | 4 lines Don't set spriteext[].tspr when creating tsprites from the engine. Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE event and .tspr will be set before it is run. ------------------------------------------------------------------------ r3447 | helixhorned | 2013-02-01 05:05:05 -0800 (Fri, 01 Feb 2013) | 7 lines Mapster32: RESPAWN-preview coded in M32-script. The m32script variable 'showrespawn_always' toggles whether the respawned picnum is shown unconditionally instead of only when aimed at (and locked onto the RESPAWN sprite) in 3D mode. Cool idea by Micky C. NOTE: sometimes doesn't work because of a bug in the m32script interpreter. ------------------------------------------------------------------------