Updated changelog.

Commented out currently unused crosshair lists in menu utils code.
Commented out unused playermodel strings in menu utils code.
This commit is contained in:
Knightmare66 2021-02-17 15:38:30 -05:00
parent 15d8479c9b
commit c9e3575516
3 changed files with 26 additions and 36 deletions

View file

@ -79,6 +79,10 @@ Changes as of v0.20 update 8:
previously cause a fatal server error.
- Fixed Shift-Ins to paste text not working in menus.
- Fixed misaligment of left-handed player model in player config menu.
- Fixed player model/skin changes not being saved when exiting player config menu via the back action.
- Fixed crash when a map has too many submodels. Increased renderer model limit to 2 x MAX_MODELS.

View file

@ -225,8 +225,8 @@ extern int ui_numfonts;
//extern int ui_numhuds;
extern char **ui_crosshair_names;
extern char **ui_crosshair_display_names;
extern char **ui_crosshair_values;
//extern char **ui_crosshair_display_names;
//extern char **ui_crosshair_values;
extern int ui_numcrosshairs;
//=======================================================
@ -302,9 +302,9 @@ extern struct model_s *ui_playermodel;
extern struct model_s *ui_weaponmodel;
extern struct image_s *ui_playerskin;
extern char ui_playerconfig_playermodelname[MAX_QPATH];
extern char ui_playerconfig_playerskinname[MAX_QPATH];
extern char ui_playerconfig_weaponmodelname[MAX_QPATH];
//extern char ui_playerconfig_playermodelname[MAX_QPATH];
//extern char ui_playerconfig_playerskinname[MAX_QPATH];
//extern char ui_playerconfig_weaponmodelname[MAX_QPATH];
//=======================================================

View file

@ -575,8 +575,8 @@ void UI_FreeHudNames (void)
#define UI_MAX_CROSSHAIRS 101 // none + ch1-ch100
char **ui_crosshair_names = NULL;
char **ui_crosshair_display_names = NULL;
char **ui_crosshair_values = NULL;
//char **ui_crosshair_display_names = NULL;
//char **ui_crosshair_values = NULL;
int ui_numcrosshairs = 0;
/*
@ -729,12 +729,12 @@ UI_LoadCrosshairs
*/
void UI_LoadCrosshairs (void)
{
int i;
// int i;
ui_crosshair_names = UI_LoadAssetList ("pics", "ch*.*", "none", &ui_numcrosshairs, UI_MAX_CROSSHAIRS, true, false, UI_IsValidCrosshairName);
UI_SortCrosshairs (ui_crosshair_names, ui_numcrosshairs);
ui_crosshair_display_names = malloc( sizeof(char *) * (UI_MAX_CROSSHAIRS+1) );
/* ui_crosshair_display_names = malloc( sizeof(char *) * (UI_MAX_CROSSHAIRS+1) );
memcpy(ui_crosshair_display_names, ui_crosshair_names, sizeof(char *) * (UI_MAX_CROSSHAIRS+1));
ui_crosshair_display_names[0] = strdup("chnone");
@ -742,7 +742,7 @@ void UI_LoadCrosshairs (void)
memset(ui_crosshair_values, 0, sizeof(char *) * (UI_MAX_CROSSHAIRS+1) );
for (i=0; i<ui_numcrosshairs; i++)
ui_crosshair_values[i] = (i == 0) ? strdup("0") : strdup(strtok(ui_crosshair_names[i], "ch"));
ui_crosshair_values[i] = (i == 0) ? strdup("0") : strdup(strtok(ui_crosshair_names[i], "ch")); */
}
@ -756,16 +756,18 @@ void UI_FreeCrosshairs (void)
if (ui_numcrosshairs > 0)
{
FS_FreeFileList (ui_crosshair_names, ui_numcrosshairs);
if (ui_crosshair_display_names)
/* if (ui_crosshair_display_names)
{
if (ui_crosshair_display_names[0]) {
free (ui_crosshair_display_names[0]);
}
free (ui_crosshair_display_names);
}
FS_FreeFileList (ui_crosshair_values, ui_numcrosshairs);
FS_FreeFileList (ui_crosshair_values, ui_numcrosshairs); */
}
ui_crosshair_values = NULL;
ui_crosshair_names = NULL;
// ui_crosshair_display_names = NULL;
// ui_crosshair_values = NULL;
ui_numcrosshairs = 0;
}
@ -1919,9 +1921,9 @@ struct model_s *ui_weaponmodel;
struct image_s *ui_playerskin;
char *ui_currentweaponmodel;
char ui_playerconfig_playermodelname[MAX_QPATH];
char ui_playerconfig_playerskinname[MAX_QPATH];
char ui_playerconfig_weaponmodelname[MAX_QPATH];
//char ui_playerconfig_playermodelname[MAX_QPATH];
//char ui_playerconfig_playerskinname[MAX_QPATH];
//char ui_playerconfig_weaponmodelname[MAX_QPATH];
/*
==========================
@ -1978,22 +1980,6 @@ Adds menu support for TGA and JPG skins
*/
static qboolean UI_IsValidSkin (char **filelist, int numFiles, int index)
{
/* int len = (int)strlen(filelist[index]);
if ( !strcmp (filelist[index]+max(len-4,0), ".pcx")
|| !strcmp (filelist[index]+max(len-4,0), ".tga")
#ifdef PNG_SUPPORT
|| !strcmp (filelist[index]+max(len-4,0), ".png")
#endif // PNG_SUPPORT
|| !strcmp (filelist[index]+max(len-4,0), ".jpg") )
{
if ( strcmp (filelist[index]+max(len-6,0), "_i.pcx")
&& strcmp (filelist[index]+max(len-6,0), "_i.tga")
#ifdef PNG_SUPPORT
&& strcmp (filelist[index]+max(len-6,0), "_i.png")
#endif // PNG_SUPPORT
&& strcmp (filelist[index]+max(len-6,0), "_i.jpg") ) */
if ( UI_IsValidImageFilename(filelist[index]) && !UI_IsSkinIcon(filelist[index]) )
{
if ( UI_IconOfSkinExists (filelist[index], filelist, numFiles-1 , "_i.pcx")
@ -2328,11 +2314,11 @@ void UI_UpdatePlayerModelInfo (int mNum, int sNum)
Com_sprintf( scratch, sizeof(scratch), "players/%s/tris.md2", ui_pmi[mNum].directory );
ui_playermodel = R_RegisterModel (scratch);
Q_strncpyz (ui_playerconfig_playermodelname, sizeof(ui_playerconfig_playermodelname), scratch);
// Q_strncpyz (ui_playerconfig_playermodelname, sizeof(ui_playerconfig_playermodelname), scratch);
Com_sprintf( scratch, sizeof(scratch), "players/%s/%s.pcx", ui_pmi[mNum].directory, ui_pmi[mNum].skinDisplayNames[sNum] );
ui_playerskin = R_RegisterSkin (scratch);
Q_strncpyz (ui_playerconfig_playerskinname, sizeof(ui_playerconfig_playerskinname), scratch);
// Q_strncpyz (ui_playerconfig_playerskinname, sizeof(ui_playerconfig_playerskinname), scratch);
// show current weapon model (if any)
if (ui_currentweaponmodel && strlen(ui_currentweaponmodel))
@ -2348,7 +2334,7 @@ void UI_UpdatePlayerModelInfo (int mNum, int sNum)
Com_sprintf (scratch, sizeof(scratch), "players/%s/weapon.md2", ui_pmi[mNum].directory);
ui_weaponmodel = R_RegisterModel (scratch);
}
Q_strncpyz (ui_playerconfig_weaponmodelname, sizeof(ui_playerconfig_weaponmodelname), scratch);
// Q_strncpyz (ui_playerconfig_weaponmodelname, sizeof(ui_playerconfig_weaponmodelname), scratch);
}
@ -2363,7 +2349,7 @@ void UI_UpdatePlayerSkinInfo (int mNum, int sNum)
Com_sprintf(scratch, sizeof(scratch), "players/%s/%s.pcx", ui_pmi[mNum].directory, ui_pmi[mNum].skinDisplayNames[sNum]);
ui_playerskin = R_RegisterSkin(scratch);
Q_strncpyz (ui_playerconfig_playerskinname, sizeof(ui_playerconfig_playerskinname), scratch);
// Q_strncpyz (ui_playerconfig_playerskinname, sizeof(ui_playerconfig_playerskinname), scratch);
}