From 28f7d24bb8f5325cee0e78fc7ae72a522e8fdf5a Mon Sep 17 00:00:00 2001 From: eukos <eukos@oldtimes-software.com> Date: Fri, 21 Aug 2015 21:45:22 +0200 Subject: [PATCH] More compiler optimisations, cleaned menu, ammo and armor only display if not NULL. --- Makefile | 2 +- engine/menu.c | 437 ++------------------------------------------------ engine/sbar.c | 4 +- 3 files changed, 16 insertions(+), 427 deletions(-) diff --git a/Makefile b/Makefile index 8a754f7..615bd97 100644 --- a/Makefile +++ b/Makefile @@ -37,7 +37,7 @@ BUILD_RELEASE_DIR=.release CC=gcc -m32 BASE_CFLAGS=-Dstricmp=strcasecmp -Wunused -I./include/ -RELEASE_CFLAGS=$(BASE_CFLAGS) -O2 -funroll-loops -ffast-math +RELEASE_CFLAGS=$(BASE_CFLAGS) -O2 -funroll-loops -ffast-math -fomit-frame-pointer -funsigned-char -fno-strength-reduce DEBUG_CFLAGS=$(BASE_CFLAGS) -g LDFLAGS=-lm -ldl XLDFLAGS=-L/usr/X11R6/lib -lX11 -lXext -lXxf86dga diff --git a/engine/menu.c b/engine/menu.c index b8d847f..a4730ce 100644 --- a/engine/menu.c +++ b/engine/menu.c @@ -85,17 +85,6 @@ void M_LanConfig_Key (int key); void M_GameOptions_Key (int key); void M_Search_Key (int key); void M_ServerList_Key (int key); - -void Preset_Q101(void); -void Preset_Q107(void); -void Preset_Q64(void); -void Preset_GLQ(void); -void Preset_D(void); -void Preset_U(void); -void Preset_Xtreem(void); -void Preset_Lei(void); -void Preset_Crap(void); - qboolean m_entersound; // play after drawing a frame, so caching // won't disrupt the sound qboolean m_recursiveDraw; @@ -319,17 +308,9 @@ extern cvar_t *vid_stretch_by_2; #define MENU_FLAMEHACK 233 #define MENU_FLARES 234 #define MENU_SHADING 235 -#define MENU_PRESET_OPTIONS 236 + #define MENU_HUD_OPTIONS 237 -#define MENU_PRESET_Q101 238 -#define MENU_PRESET_Q107 239 -#define MENU_PRESET_GLQ 240 -#define MENU_PRESET_Q64 241 -#define MENU_PRESET_D 242 -#define MENU_PRESET_U 243 -#define MENU_PRESET_XTREEM 244 -#define MENU_PRESET_LEI 245 -#define MENU_PRESET_CRAP 246 + #define MENU_DEATHCAM 247 #define MENU_ASPECT 248 @@ -365,7 +346,7 @@ menu_definition_t m_menu_options[] = {MENU_BROKEN_OPTIONS, MENU_SELECTABLE}, #endif {MENU_VIDEO_RESOLUTION, MENU_SELECTABLE}, - {MENU_PRESET_OPTIONS, MENU_SELECTABLE}, + //{MENU_HUD_OPTIONS, MENU_SELECTABLE}, // completely unfinished {MENU_AUTOSAVER, MENU_SELECTABLE}, @@ -502,15 +483,7 @@ menu_definition_t m_menu_quality_options[] = menu_definition_t m_menu_preset_options[] = { // Video Options {MENU_OPTIONS, MENU_OPTIONS}, // this is the ESC key function and title - {MENU_PRESET_Q101, MENU_SELECTABLE}, - {MENU_PRESET_Q107, MENU_SELECTABLE}, - {MENU_PRESET_GLQ, MENU_SELECTABLE}, - {MENU_PRESET_Q64, MENU_SELECTABLE}, - {MENU_PRESET_D, MENU_SELECTABLE}, - {MENU_PRESET_U, MENU_SELECTABLE}, - {MENU_PRESET_XTREEM, MENU_SELECTABLE}, - {MENU_PRESET_LEI, MENU_SELECTABLE}, - {MENU_PRESET_CRAP, MENU_SELECTABLE}, + {0, 0}, // end of submenu }; @@ -1879,17 +1852,11 @@ void M_DrawCheckboxAspect (int x, int y, int on) void M_DrawCheckboxVirtual (int x, int y, int on) { if (on == 1) - M_Print (x, y, "crap"); - else if (on == 2) M_Print (x, y, "low"); - else if (on == 3) - M_Print (x, y, "320x400"); - else if (on == 4) - M_Print (x, y, "360x480"); - else if (on == 5) - M_Print (x, y, "640x400"); + else if (on == 2) + M_Print (x, y, "medium"); else - M_Print (x, y, "normal"); + M_Print (x, y, "high"); } @@ -1898,26 +1865,13 @@ void M_DrawCheckboxCLight (int x, int y, int on) if (on == 1) M_Print (x, y, "low"); else if (on == 2) - M_Print (x, y, "high"); + M_Print (x, y, "medium"); else if (on == 3) - M_Print (x, y, "ultra(dither)"); + M_Print (x, y, "high"); else M_Print (x, y, "off"); } - -void M_DrawCheckboxTexFilter (int x, int y, int on) -{ - if (on == 1) - M_Print (x, y, "kernel"); - else if (on == 2) - M_Print (x, y, "bilinear"); - else if (on == 3) - M_Print (x, y, "error diffusion"); - else - M_Print (x, y, "nearest"); -} - void M_DrawCheckboxBobmodel (int x, int y, int on) { if (on == 1) @@ -1944,7 +1898,6 @@ void M_DrawCheckboxBobmodel (int x, int y, int on) M_Print (x, y, "thrust"); } - void M_DrawCheckboxDetail (int x, int y, int on) { if (on == 1) @@ -1952,7 +1905,7 @@ void M_DrawCheckboxDetail (int x, int y, int on) else if (on == 2) M_Print (x, y, "low"); else if (on == 3) - M_Print (x, y, "crap"); + M_Print (x, y, "lowest"); else M_Print (x, y, "high"); } @@ -2011,44 +1964,6 @@ int M_DrawFunction (menu_definition_t *menu_definition, int y) y += 8; break; - case MENU_PRESET_Q101: - M_Print (16, y, " Feel: Quake 1.01"); - y += 8; - break; - case MENU_PRESET_Q107: - M_Print (16, y, " Feel: Quake 1.07"); - y += 8; - break; - case MENU_PRESET_GLQ: - M_Print (16, y, " Feel: GLQuake"); - y += 8; - break; - case MENU_PRESET_Q64: - M_Print (16, y, " Feel: Quake64"); - y += 8; - break; - case MENU_PRESET_D: - M_Print (16, y, " Feel: damn"); - y += 8; - break; - case MENU_PRESET_U: - M_Print (16, y, " Feel: fake "); - y += 8; - break; - case MENU_PRESET_XTREEM: - M_Print (16, y, " Feel: XTREEM!!!!"); - y += 8; - break; - case MENU_PRESET_LEI: - M_Print (16, y, " Feel: My choice"); - y += 8; - break; - case MENU_PRESET_CRAP: - M_Print (16, y, " Feel: Crap"); - y += 8; - break; - - case MENU_VIDEO_RESOLUTION: M_Print (16, y, " Video Resolution"); y += 8; @@ -2151,19 +2066,19 @@ int M_DrawFunction (menu_definition_t *menu_definition, int y) break; case MENU_EXTERNAL_ENT: - M_Print (16, y, " Entity data (.ENT)"); + M_Print (16, y, " Entity data"); M_DrawCheckbox (220, y, external_ent->value); y += 8; break; case MENU_EXTERNAL_VIS: - M_Print (16, y, "Visibility data (.VIS)"); + M_Print (16, y, " Visibility data"); M_DrawCheckbox (220, y, external_vis->value); y += 8; break; case MENU_EXTERNAL_LIT: - M_Print (16, y, " Colored Light (.LIT)"); + M_Print (16, y, " Colored Light"); M_DrawCheckbox (220, y, external_lit->value); y += 8; break; @@ -2266,10 +2181,6 @@ int M_DrawFunction (menu_definition_t *menu_definition, int y) M_Print (16, y, " Quality options"); y += 8; break; - case MENU_PRESET_OPTIONS: - M_Print (16, y, " Presets"); - y += 8; - break; case MENU_HUD_OPTIONS: M_Print (16, y, " HUD options"); y += 8; @@ -2825,25 +2736,6 @@ void M_ExecFunction (menu_definition_t *menu_definition, int key) } break; - case MENU_PRESET_Q101: - if (key == K_ENTER){Preset_Q101(); m_changesound = true;}break; - case MENU_PRESET_Q107: - if (key == K_ENTER){Preset_Q107(); m_changesound = true;}break; - case MENU_PRESET_GLQ: - if (key == K_ENTER){Preset_GLQ(); m_changesound = true;}break; - case MENU_PRESET_Q64: - if (key == K_ENTER){Preset_Q64(); m_changesound = true;}break; - case MENU_PRESET_D: - if (key == K_ENTER){Preset_D(); m_changesound = true;}break; - case MENU_PRESET_U: - if (key == K_ENTER){Preset_U(); m_changesound = true;}break; - case MENU_PRESET_XTREEM: - if (key == K_ENTER){Preset_Xtreem(); m_changesound = true;}break; - case MENU_PRESET_LEI: - if (key == K_ENTER){Preset_Lei(); m_changesound = true;}break; - case MENU_PRESET_CRAP: - if (key == K_ENTER){Preset_Crap(); m_changesound = true;}break; - case MENU_VIDEO_RESOLUTION: if (key == K_ENTER || key == K_JOY1|| key == K_ESCAPE) { @@ -3206,14 +3098,6 @@ void M_ExecFunction (menu_definition_t *menu_definition, int key) } break; - case MENU_PRESET_OPTIONS: - if (key == K_ENTER || key == K_JOY1 || key == K_ESCAPE) - { - current_menu = m_menu_preset_options; - current_cursor = &preset_options_cursor; - m_entersound = true; - } - break; case MENU_HUD_OPTIONS: if (key == K_ENTER || key == K_JOY1 || key == K_ESCAPE) { @@ -5767,301 +5651,6 @@ extern cvar_t *cl_bobmodel_up; extern cvar_t *cl_bobmodel_speed; extern cvar_t *cl_bob; -void Preset_Q101 (void) // Quake 1.01 -{ - Cvar_Set(cl_bobmodel, "0"); // thrust - Cvar_Set(cl_bobmodel_side, "0.3"); - Cvar_Set(cl_bobmodel_up, "0.15"); - Cvar_Set(cl_bob, "0.02"); - Cvar_Set(cl_bobmodel_speed, "7"); - Cvar_Set(cl_leanmodel, "0"); - Cvar_Set(cl_followmodel, "0"); - Cvar_Set(cl_bobfall, "0"); - Cvar_Set(cl_gundraw, "0"); - Cvar_Set(r_shading, "1"); // uniform normal shading - Cvar_Set(r_menucolor, "1"); // brown menu - Cvar_Set(s_pitchin, "0"); // normal sound pitch - Cvar_Set(s_oldspatial, "1"); // long distance spatial - Cvar_Set(r_flares, "0"); // don't flares - Cvar_Set(r_particleset, "0"); // normal particles - Cvar_Set(r_particletrans, "0"); // don't have blend particles - Cvar_Set(r_particleblood, "0"); // don't use new blood - Cvar_Set(r_coloredlights, "0"); // don't have colored lightin - Cvar_Set(r_filter, "0"); // don't filter textures - Cvar_Set(r_muzzlehack, "0"); // don't hack the muzzleflash - Cvar_Set(r_lerpmodels, "0"); // don't interpolate - Cvar_Set(r_particlespray, "0"); // don't spray particles - Cvar_Set(r_shadowhack, "0"); // don't model shadows - Cvar_Set(r_shadedither, "0"); // don't dither - Cvar_Set(cl_sbar, "1"); // use old status bar - Cvar_Set(d_mipdetail, "0"); // normal detail - Cvar_Set(s_underwater, "0"); // don't sound pitch in water - Cvar_Set(r_wateralpha, "1"); // don't blend water - Cvar_Set(r_waterquality, "0"); // don't do water fx - Cvar_Set(r_depthoffield, "0"); // and the depth of field - Cvar_Set(r_lowworld, "0"); - Cvar_Set(r_dynamic, "1"); - Cvar_Set(r_shinygrays, "0"); // don't shine - Cvar_Set(cl_diecam, "0"); - Cvar_Set(s_gibs, "0"); - Cvar_Set(s_playerdeath, "0"); - Cvar_Set(s_blood, "0"); - fullbrights = 32; // use the standard colormap fullbrights - overbrights = 1; // normal overbrights - GrabColorMap(); // regenerate colormap -} - - -void Preset_Q107 (void) // Quake 1.07 -{ - Preset_Q101(); // old preset, but... - Cvar_Set(r_menucolor, "15"); // dotty menu - Cvar_Set(s_oldspatial, "0"); // short distance spatial -} - -void Preset_GLQ (void) // GLQuake -{ - Preset_Q101(); // old preset, but... - Cvar_Set(r_filter, "1"); // filter textures - Cvar_Set(r_particleset, "1"); // glquake particleset (if available) - Cvar_Set(r_menucolor, "16"); // alpha blend black menu - Cvar_Set(r_dynamic, "0"); // we don't have flashblend yet :( - Cvar_Set(v_gamma, "1"); // glquake doesn't do gamma lol -// Cvar_Set(v_intensity, "0"); -// Cvar_Set(contrast, "0"); - fullbrights = 0; // no fullbrights - overbrights = 0; // no overbrights - GrabColorMap(); // regenerate colormap -} - -void Preset_Q64 (void) -{ - Preset_Q101(); // old preset, but... - Cvar_Set(r_filter, "2"); // filter textures slantedly - Cvar_Set(r_particleset, "1"); // glquake particleset (if available) - Cvar_Set(r_menucolor, "16"); // alpha blend black menu - Cvar_Set(d_mipdetail, "64"); // low detail because n64 sucks - Cvar_Set(r_coloredlights, "1"); - Cvar_Set(r_dynamic, "0"); // we don't have flashblend yet :( - Cvar_Set(r_shading, "0"); // simple shading - fullbrights = 0; // no fullbrights - overbrights = 0; // no overbrights - GrabColorMap(); // regenerate colormap -} - - -void Preset_U (void) // U -{ - Cvar_Set(cl_bobmodel, "3"); // fig 8 - Cvar_Set(cl_leanmodel, "0"); - Cvar_Set(cl_followmodel, "0"); - Cvar_Set(cl_bobmodel_side, "0.3"); - Cvar_Set(cl_bobmodel_up, "0.15"); - Cvar_Set(cl_bobmodel_speed, "7"); - Cvar_Set(r_lowworld, "0"); - Cvar_Set(r_depthoffield, "0"); // and the depth of field - Cvar_Set(r_shading, "2"); // point shading - Cvar_Set(r_menucolor, "16"); - Cvar_Set(s_pitchin, "1.4"); // normal sound pitch - Cvar_Set(s_oldspatial, "1"); // long distance spatial - Cvar_Set(r_flares, "2"); // don't flares - Cvar_Set(r_particleset, "2"); // normal particles - Cvar_Set(r_particletrans, "1"); // don't have blend particles - Cvar_Set(r_particleblood, "0"); // don't use new blood - Cvar_Set(r_coloredlights, "2"); // don't have colored lightin - Cvar_Set(r_filter, "1"); // don't filter textures - Cvar_Set(r_muzzlehack, "1"); // don't hack the muzzleflash - Cvar_Set(r_lerpmodels, "1"); // don't interpolate - Cvar_Set(r_particlespray, "0"); // don't spray particles - Cvar_Set(r_shadowhack, "0"); // don't model shadows - Cvar_Set(r_shadedither, "1"); // don't dither - Cvar_Set(cl_sbar, "0"); // use old status bar - Cvar_Set(d_mipdetail, "0"); // normal detail - Cvar_Set(s_underwater, "0"); // don't sound pitch in water - Cvar_Set(r_wateralpha, "0.6"); // don't blend water - Cvar_Set(r_waterquality, "0"); // don't do water fx - Cvar_Set(r_dynamic, "1"); - Cvar_Set(cl_diecam, "3"); - Cvar_Set(s_gibs, "0"); - Cvar_Set(s_playerdeath, "1"); - Cvar_Set(s_blood, "0"); - fullbrights = 32; // use the standard colormap fullbrights - overbrights = 1; // normal overbrights - GrabColorMap(); // regenerate colormap -} - - -void Preset_Lei (void) -{ - Cvar_Set(cl_bobmodel, "3"); // fig 8 - Cvar_Set(cl_leanmodel, "1"); - Cvar_Set(cl_followmodel, "1"); - Cvar_Set(cl_bobfall, "1"); - Cvar_Set(cl_gundraw, "1"); - Cvar_Set(cl_bobmodel_side, "0.3"); - Cvar_Set(cl_bobmodel_up, "0.15"); - Cvar_Set(cl_bobmodel_speed, "7"); - Cvar_Set(r_depthoffield, "0"); // and the depth of field - Cvar_Set(r_shading, "2"); // point shading - Cvar_Set(r_menucolor, "0"); - Cvar_Set(s_pitchin, "2"); // normal sound pitch - Cvar_Set(s_oldspatial, "1"); // long distance spatial - Cvar_Set(r_flares, "2"); // don't flares - Cvar_Set(r_particleset, "2"); // normal particles - Cvar_Set(r_particletrans, "1"); // don't have blend particles - Cvar_Set(r_particleblood, "9"); // don't use new blood - Cvar_Set(r_coloredlights, "2"); // don't have colored lightin - Cvar_Set(r_filter, "0"); // don't filter textures - Cvar_Set(r_muzzlehack, "1"); // don't hack the muzzleflash - Cvar_Set(r_lerpmodels, "1"); // interpolate - Cvar_Set(r_particlespray, "0"); // don't spray particles - Cvar_Set(r_shadowhack, "1"); // don't model shadows - Cvar_Set(r_shadedither, "1"); // don't dither - Cvar_Set(cl_sbar, "1"); // use old status bar - Cvar_Set(d_mipdetail, "0"); // normal detail - Cvar_Set(s_underwater, "1"); // don't sound pitch in water - Cvar_Set(r_wateralpha, "0.3"); // don't blend water - Cvar_Set(r_waterquality, "1"); // don't do water fx - Cvar_Set(r_lowworld, "0"); - Cvar_Set(r_dynamic, "1"); - Cvar_Set(cl_diecam, "3"); - Cvar_Set(s_gibs, "1"); - Cvar_Set(s_playerdeath, "1"); - Cvar_Set(s_blood, "1"); - Cvar_Set(r_shinygrays, "1"); // do shine - fullbrights = 32; // use the standard colormap fullbrights - overbrights = 1; // normal overbrights - GrabColorMap(); // regenerate colormap -} - - - -void Preset_D (void) -{ - Cvar_Set(cl_bobmodel, "1"); // Arc - Cvar_Set(cl_bob, "0.07"); - Cvar_Set(cl_leanmodel, "0"); - Cvar_Set(cl_followmodel, "0"); - Cvar_Set(cl_bobmodel_side, "0.6"); - Cvar_Set(cl_bobmodel_up, "-0.5"); - Cvar_Set(cl_bobmodel_speed, "2"); - Cvar_Set(r_lowworld, "0"); - Cvar_Set(r_shading, "0"); // uniform normal shading - Cvar_Set(r_menucolor, "17"); // brown menu - Cvar_Set(s_pitchin, "1"); // normal sound pitch - Cvar_Set(s_oldspatial, "1"); // long distance spatial - Cvar_Set(r_flares, "0"); // don't flares - Cvar_Set(r_particleset, "0"); // normal particles - Cvar_Set(r_particletrans, "0"); // don't have blend particles - Cvar_Set(r_particleblood, "0"); // don't use new blood - Cvar_Set(r_coloredlights, "0"); // don't have colored lightin - Cvar_Set(r_filter, "0"); // don't filter textures - Cvar_Set(r_muzzlehack, "0"); // don't hack the muzzleflash - Cvar_Set(r_lerpmodels, "0"); // don't interpolate - Cvar_Set(r_particlespray, "0"); // don't spray particles - Cvar_Set(r_shadowhack, "0"); // don't model shadows - Cvar_Set(r_shadedither, "0"); // don't dither - Cvar_Set(r_shinygrays, "0"); // don't shine - Cvar_Set(cl_sbar, "1"); // use old status bar - Cvar_Set(d_mipdetail, "0"); // normal detail - Cvar_Set(s_underwater, "0"); // don't sound pitch in water - Cvar_Set(r_wateralpha, "1"); // don't blend water - Cvar_Set(r_waterquality, "0"); // don't do water fx - Cvar_Set(r_depthoffield, "0"); // and the depth of field - Cvar_Set(r_dynamic, "1"); - Cvar_Set(cl_diecam, "0"); - Cvar_Set(s_gibs, "0"); - Cvar_Set(s_playerdeath, "1"); - Cvar_Set(s_blood, "0"); - fullbrights = 32; // use the standard colormap fullbrights - overbrights = 0; // no overbrights - GrabColorMap(); // regenerate colormap -} - -void Preset_Xtreem (void) // Everything set high -{ - Cvar_Set(cl_bobmodel, "3"); // thrust - Cvar_Set(cl_bobmodel_side, "0.3"); - Cvar_Set(cl_bobmodel_up, "0.15"); - Cvar_Set(cl_bob, "0.02"); - Cvar_Set(cl_bobmodel_speed, "7"); - Cvar_Set(cl_leanmodel, "1"); - Cvar_Set(cl_followmodel, "1"); - Cvar_Set(r_shading, "2"); // dithered shading - Cvar_Set(r_menucolor, "1"); // brown menu - Cvar_Set(s_pitchin, "2"); // normal sound pitch - Cvar_Set(s_oldspatial, "1"); // long distance spatial - Cvar_Set(r_flares, "2"); // don't flares - Cvar_Set(r_particleset, "2"); // normal particles - Cvar_Set(r_particletrans, "1"); // don't have blend particles - Cvar_Set(r_particleblood, "8"); // don't use new blood - Cvar_Set(r_coloredlights, "3"); // don't have colored lightin - Cvar_Set(r_filter, "1"); // don't filter textures - Cvar_Set(r_muzzlehack, "1"); // don't hack the muzzleflash - Cvar_Set(r_lerpmodels, "1"); // don't interpolate - Cvar_Set(r_particlespray, "0"); // don't spray particles - Cvar_Set(r_shadowhack, "1"); // don't model shadows - Cvar_Set(r_shadedither, "1"); // don't dither - Cvar_Set(cl_sbar, "1"); // use old status bar - Cvar_Set(d_mipdetail, "-1"); // normal detail - Cvar_Set(s_underwater, "1"); // don't sound pitch in water - Cvar_Set(r_wateralpha, "0.3"); // don't blend water - Cvar_Set(r_waterquality, "2"); // don't do water fx - Cvar_Set(r_depthoffield, "1"); // and the depth of field - Cvar_Set(r_lowworld, "0"); - Cvar_Set(r_dynamic, "1"); - Cvar_Set(s_gibs, "1"); - Cvar_Set(s_blood, "1"); - - - fullbrights = 32; // use the standard colormap fullbrights - overbrights = 1; // normal overbrights - GrabColorMap(); // regenerate colormap -} - - -void Preset_Crap (void) // Everything set low or possibly beyond low -{ - Cvar_Set(cl_bobmodel, "0"); // thrust - Cvar_Set(cl_bobmodel_side, "0.3"); - Cvar_Set(cl_bobmodel_up, "0.15"); - Cvar_Set(cl_bob, "0.02"); - Cvar_Set(cl_bobmodel_speed, "7"); - Cvar_Set(cl_leanmodel, "0"); - Cvar_Set(cl_followmodel, "0"); - Cvar_Set(r_lowworld, "1"); - Cvar_Set(r_shading, "0"); // dithered shading - Cvar_Set(r_menucolor, "15"); // brown menu - Cvar_Set(s_pitchin, "0"); // normal sound pitch - Cvar_Set(s_oldspatial, "0"); // long distance spatial - Cvar_Set(r_flares, "0"); // don't flares - Cvar_Set(r_particleset, "0"); // normal particles - Cvar_Set(r_particletrans, "0"); // don't have blend particles - Cvar_Set(r_particleblood, "0"); // don't use new blood - Cvar_Set(r_coloredlights, "0"); // don't have colored lightin - Cvar_Set(r_filter, "0"); // don't filter textures - Cvar_Set(r_muzzlehack, "0"); // don't hack the muzzleflash - Cvar_Set(r_lerpmodels, "0"); // don't interpolate - Cvar_Set(r_particlespray, "0"); // don't spray particles - Cvar_Set(r_shadowhack, "0"); // don't model shadows - Cvar_Set(r_shadedither, "0"); // don't dither - Cvar_Set(cl_sbar, "1"); // use old status bar - Cvar_Set(d_mipdetail, "9"); // normal detail - Cvar_Set(s_underwater, "0"); // don't sound pitch in water - Cvar_Set(r_wateralpha, "1"); // don't blend water - Cvar_Set(r_waterquality, "0"); // don't do water fx - Cvar_Set(r_depthoffield, "0"); // and the depth of field - Cvar_Set(r_dynamic, "0"); - Cvar_Set(cl_diecam, "0"); - Cvar_Set(s_gibs, "0"); - Cvar_Set(s_blood, "0"); - - - fullbrights = 32; // use the standard colormap fullbrights - overbrights = 1; // normal overbrights - GrabColorMap(); // regenerate colormap -} - //============================================================================= /* Menu Subsystem */ diff --git a/engine/sbar.c b/engine/sbar.c index b61084c..5f0b464 100644 --- a/engine/sbar.c +++ b/engine/sbar.c @@ -842,7 +842,7 @@ void Sbar_DrawNormal (void) Sbar_DrawPic (0, 0, sb_sbar, 0); // armor - if(hud_armor->value) + if(hud_armor->value && cl.stats[STAT_ARMOR]) if (cl.items & IT_INVULNERABILITY) { Sbar_DrawNum (hud_armor_posx->value + 24, hud_armor_posy->value, 666, 3, 1, (int)hud_armor_align->value); @@ -874,7 +874,7 @@ void Sbar_DrawNormal (void) } // ammo icon - if(hud_ammo->value) + if(hud_ammo->value && cl.stats[STAT_AMMO]) { if(hud_ammo_icon->value) if (cl.items & IT_SHELLS)