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https://github.com/dhewm/dhewm3-sdk.git
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make fitz run more stable
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parent
38cf2bc595
commit
a79217c471
2 changed files with 24 additions and 14 deletions
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@ -204,11 +204,14 @@ void idMultiplayerGame::Reset() {
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mapList = uiManager->AllocListGUI( );
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mapList->Config( mainGui, "mapList" );
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// set this GUI so that our Draw function is still called when it becomes the active/fullscreen GUI
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if(mainGui) { // DG: in fitz this is NULL
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mainGui->SetStateBool( "gameDraw", true );
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mainGui->SetKeyBindingNames();
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mainGui->SetStateInt( "com_machineSpec", cvarSystem->GetCVarInteger( "com_machineSpec" ) );
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SetMenuSkin();
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}
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msgmodeGui = uiManager->FindGui( "guis/mpmsgmode.gui", true, false, true );
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if(msgmodeGui) // DG: in fitz this is NULL
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msgmodeGui->SetStateBool( "gameDraw", true );
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ClearGuis();
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ClearChatData();
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@ -304,6 +307,7 @@ void idMultiplayerGame::ClearGuis() {
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int i;
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for ( i = 0; i < MAX_CLIENTS; i++ ) {
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if(scoreBoard) { // DG: in fitz, this is NULL
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scoreBoard->SetStateString( va( "player%i",i+1 ), "" );
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scoreBoard->SetStateString( va( "player%i_score", i+1 ), "" );
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scoreBoard->SetStateString( va( "player%i_tdm_tscore", i+1 ), "" );
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@ -312,6 +316,7 @@ void idMultiplayerGame::ClearGuis() {
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scoreBoard->SetStateString( va( "player%i_status", i+1 ), "" );
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scoreBoard->SetStateInt( va( "rank%i", i+1 ), 0 );
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scoreBoard->SetStateInt( "rank_self", 0 );
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}
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idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
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if ( !player || !player->hud ) {
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@ -320,6 +325,7 @@ void idMultiplayerGame::ClearGuis() {
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player->hud->SetStateString( va( "player%i",i+1 ), "" );
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player->hud->SetStateString( va( "player%i_score", i+1 ), "" );
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player->hud->SetStateString( va( "player%i_ready", i+1 ), "" );
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if(scoreBoard)
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scoreBoard->SetStateInt( va( "rank%i", i+1 ), 0 );
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player->hud->SetStateInt( "rank_self", 0 );
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@ -4397,6 +4397,8 @@ idPlayer::NextWeapon
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*/
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void idPlayer::NextWeapon( void ) {
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return; // DG: don't run into endless loop when using mousewheel due to lack of weapons
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const char *weap;
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int w;
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@ -4453,6 +4455,8 @@ idPlayer::PrevWeapon
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*/
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void idPlayer::PrevWeapon( void ) {
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return; // DG: don't run into endless loop when using mousewheel due to lack of weapons
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const char *weap;
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int w;
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