------------------------------------------------------------------------ r1969 | helixhorned | 2011-08-17 11:52:54 -0700 (Wed, 17 Aug 2011) | 6 lines Various cleanup work: - fix an earlier 'oops': make highpals load correctly again - maphack lights shouldn't be double-loaded now - slight tweak to the loading screen fadein/out timing - two bound checks - make some variables static in engine.c ------------------------------------------------------------------------ r1968 | helixhorned | 2011-08-17 11:52:16 -0700 (Wed, 17 Aug 2011) | 9 lines Take a stab at hidden model switch handling. There are at least two ways by which switches have been hidden in the original and user maps. One is to make it face a wall, and another is to 'embed' it in e.g. the floor, like the monitor with the burning fuse in E4L1. Both kinds show up when the switches are rendered as models, revealing the secrets that the mapper sought to hide. My proposal, implemented in this commit, is to apply a heuristic for such switches at premap and make them invisible (set cstat bit 32768). The conditions are re-checked during the game in case there is a switch coming out of the floor, for example. A new spriteext bit is used for this feature. ------------------------------------------------------------------------ r1967 | helixhorned | 2011-08-16 12:17:45 -0700 (Tue, 16 Aug 2011) | 5 lines * "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected. The two bugs are: - RPG projectiles don't pass through water - can't emerge from slime in bobsp2 * Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again. ------------------------------------------------------------------------