Closed kitchen-ace closed 9 months ago
Things I'd like your opinion on:
This would probably be better as a #define
now that it's being used more than once:
(automap_secrets
&& (lines[i].frontsector->special == 9
|| lines[i].backsector->special == 9))
I thought teleport/exit colours should override secret sector markings.
Looks really good on testing map, thank you!
This would probably be better as a #define now that it's being used more than once
I thought teleport/exit colours should override secret sector markings.
Agreed with both questions, but please feel free to proceed as you like to. 🙂
OK, done. Note my comment about logic errors:
// logic error: keydoor/teleport/exit linedefs with ML_SECRET will get colored // normally if they are part of a secret sector. leaving unfixed for now.
That is, a blue key door with ML_SECRET normally gets coloured like a 1-sided line. But, if it's part of a secret sector, it will then get coloured blue. I couldn't come up with a 'clean' way of fixing this that didn't also rewrite/refactor a bunch of stuff including vanilla code, so I opted to leave it, but it should be easily fixable by checking for !ML_SECRET
before colouring keydoor/tele/exit lines, if you prefer; or, just having ML_SECRET take priority over coloring secret sectors.
I did sign that comment so anyone who complains will know who to blame ;)
edit: Wait actually it's not that bad to fix, hold on great way to find a solution to something is to tell someone else you can't figure it out :p
"Improper" indenting in { }
starting here to minimize the diff, will change if you don't like it. Otherwise, actually done.
I guess it would be nice if ravmap
made keydoor/tele/exit linedefs with MT_SECRET their colour instead of black, but I'll tackle that another time.
"Improper" indenting in { } starting here to minimize the diff, will change if you don't like it.
There is no need to take much care about diff on automap, render and menu code, it's heavily modified already. Especially render, which almost a carbon copy of Doom.
Thank you, it's awesome! You may wish to sign your ammo widget code with [plums]
, and if you do, please feel free to open a PR, I'll gladly merge it.
Meanwhile, I've added back interpolated automap zooming that didn't survive the reassembly process. But this time it's a bit better - the panning speed is neither changed nor increased.
Order is now:
fixes #103