* Revert "remove unnecessary string buffer for quicksave questions"
This reverts commit 7516634729144e3718a490f31487e619eff5f5ee.
* Revert "parametrize quicksave file name"
This reverts commit 992e69e59121a5eabe58616e9a6624c5c0a9e24e.
* Revert "skip questions and save to dedicated quicksave slot (#421)"
This reverts commit f567b7ab911f87c5b0c59b23eaa81eda3c57c2e8.
* quicksave to classic savegame slot, but skip questions
* reset quickSaveSlot if it has been deleted
* back to Crispy Doom formula for fractionaltic calculation
* clean up I_GetTime() and I_GetFracTime() implementations
* fix typo
* whitespace clean-up
Co-authored-by: Roman Fomin <rfomin@gmail.com>
* IDMYPOS prints high precision coordinates for 10 seconds
The current implementation doesn't offer much more than the player coords automap widget in overlay mode.
* restrict IDMYPOS cheat to not_dm
* implement netgame reload level
* remove redundant declaration
* remove restart from start level when recording demo
In a netgame, the desync occurs if one of the players records a demo and the
other does not.
* force players reborn, reset rng and automap marks
* set BTS_RELOAD = 32
* always restart from startmap in netgame
* collect all error messages and show the pop-up windows last in the exit sequence
* remove debug stuff
* simplify char pointer arighmetics
* get rid of I_QuitVideo() again
At first sight it appears necessary and "clean" to free all used
resources on process exit. However, when a process is quit, all its
resources are freed anyway - so this doesn't buy us anything apart
from an obscure segfault in SDL_FreeSurface() (fixes#425) and some
(albeit unnoticable) delay on shutdown.
Also, this article is relevant here:
https://devblogs.microsoft.com/oldnewthing/20120105-00/?p=8683
* do not exit with an error from demo recording
* support up to 8 pages of savegames
* add sounds to page changes
* force redraw status bar after load/save menus
* check for MBF savegames with index > 8
* fix forgotten detail
* reset quick save slot when the page is changed
* implement crosshair
* fix int->boolean
* check for CROSSH patch
* lumpnum can be 0
* complete crosshair implementation
* some fixes to the crosshair implementation
* fix patch half width and height
* fix highlight aim angle and range for weapons without ammo
* update crosshair properties in the ticker function
* only draw if patch is set
* some more minor fixes
* add a fourth big crosshair
courtesy of @rfomin
Co-authored-by: Roman Fomin <rfomin@gmail.com>
* first smaller changes to README.md
* Add licenses for win32/*
* thinned out and completed
* no know issues, savegame backward compatibility is a feature
* trim build instructions