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Integer overflow is undefined and this breaks when using Clang with
-O2 optimization turned on. This fixes #572 (thanks to David Majnemer
for insight into fixing this bug).
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The id Anthology version of doom2.exe with Final Doom fixed the "Sky
never changes in Doom II" bug. The original Doom source release
included the repaired code, but it was re-bugged in an early Chocolate
Doom version to emulate the behavior of the better-known versions of
vanilla.
Thanks to @fabiangreffrath for demonstrating how he (more-generically)
fixed the bug in Crispy Doom.
Closes #533
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Ensure that the loops to find the next weapon always terminate -
even if there are somehow no weapons equipped. Also, only ever do
weapon cycling when in the GS_LEVEL gamestate. This fixes #503 -
thanks to Fabian and raithe on Doomworld.
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Vanilla Doom's -warp parameter allows warping to episodes beyond E4.
This didn't work in Chocolate Doom because of some changes made
to the G_InitNew code before the source release. Actual decompilation
of that function in Vanilla Doom shows that the episode/map sanity
checking is not present:
http://pastie.org/8140437
There is at least one known WAD (2002ado) that has a map on E5M1
that is playable in Vanilla, and this stops that map from being
possible to play. Comment out that code because it obviously
doesn't deserve to be there.
This fixes #426. Thanks plumsinus.
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This change rewrites and simplifies the copyright headers at the top
of all source files:
* Remove "Emacs style mode select" line; this line was included in
the headers for the originally released source files and appears
to be to set the file type for old versions of Emacs. I'm not sure
entirely why it was required but I don't think it is any more.
* Remove "You should have received a copy of..." text from copyright
header. This refers to the old 59 Temple Place address where the
FSF headquarters used to be located and is no longer correct.
Rather than change to the new address, just remove the paragraph
as it is superfluous anyway. This fixes #311.
* Remove ---- separator lines so that the file headers are barer
and more simplified.
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Modern gamepads typically have 2-3 D-pads and joysticks. This means
that it's desirable to be able to use one joystick for turning and
another for strafing. Add another axis in addition to the current X
and y axes that performs strafe movement.
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The Windows API has an _snprintf function that is not the same as
Unix's snprintf(): if the string is truncated then no trailing NUL
character is appended. This makes the function unsafe. Define a
replacement/wrapper called M_snprintf that works the same but always
appends a trailing NUL, for safety on Windows and other OSes that
behave like this.
Do the same thing for vsnprintf(), and update HACKING to list
snprintf/vsnprintf as forbidden functions. This fixes #375;
thanks to Quasar for pointing out the different behavior of these
functions.
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Use snprintf() or other functions in place of sprintf(). This is part
of fixing #371.
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Eliminate use of strcpy, strcat, strncpy, and use the new safe
alternatives.
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Add -gameversion options for v1.666, v1.7, v1.8. Set demo and savegame
headers appropriately depending on version. Also add an enum entry for
Doom v1.2 but no code support for it yet.
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A deathmatch player spawning facing directly west does not see the
normal teleport fog (or hear it). This is because of an angle that
should be unsigned but is actually signed. Import PrBoom's code to
emulate this bug. This fixes #186.
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Subversion-branch: /branches/v2-branch
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instances of this within the code (thanks Edward-san).
Subversion-branch: /branches/v2-branch
Subversion-revision: 2468
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statdump.exe does with Vanilla Doom.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2450
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2413
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can be added to other games.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2395
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IWADs.
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Subversion-revision: 2390
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Subversion-branch: /branches/raven-branch
Subversion-revision: 2347
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Subversion-revision: 2258
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Subversion-revision: 2214
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player quit, to avoid possible desyncs. Further refactoring to split
game-specific code from generic code.
Subversion-branch: /branches/raven-branch
Subversion-revision: 2141
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V_ScreenShot to take a format string describing the format of the
filename for the screen shot file.
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Subversion-revision: 1255
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Subversion-revision: 1249
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V_UseBuffer where necessary.
Subversion-branch: /branches/raven-branch
Subversion-revision: 1248
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Replace "shareware" variable with gamemode, as in doom code. Merge angle
definitions into common code.
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Subversion-revision: 1240
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level.
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