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Merge pull request #326 from y2keeth/master
increase max_decals and deffered decals, shotgun now has full impacts
This commit is contained in:
commit
1bfe4682af
4 changed files with 25 additions and 9 deletions
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@ -1015,6 +1015,7 @@ public:
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GAME_FIELD_AIM_ASSIST,
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GAME_FIELD_ALWAYS_SPRINT,
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GAME_FIELD_FLASHLIGHT_SHADOWS,
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GAME_FIELD_MUZZLE_FLASHES,
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MAX_GAME_FIELDS
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};
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@ -125,6 +125,14 @@ void idMenuScreen_Shell_GameOptions::Initialize( idMenuHandler* data )
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control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
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control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
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options->AddChild( control );
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control = new(TAG_SWF)idMenuWidget_ControlButton();
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control->SetOptionType( OPTION_SLIDER_TOGGLE );
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control->SetLabel( "muzzle flashes" );
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control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_MUZZLE_FLASHES );
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control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
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control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
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options->AddChild( control );
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options->AddEventAction( WIDGET_EVENT_SCROLL_DOWN ).Set( new( TAG_SWF ) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_SCROLL_DOWN_START_REPEATER, WIDGET_EVENT_SCROLL_DOWN ) );
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options->AddEventAction( WIDGET_EVENT_SCROLL_UP ).Set( new( TAG_SWF ) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_SCROLL_UP_START_REPEATER, WIDGET_EVENT_SCROLL_UP ) );
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@ -294,6 +302,7 @@ extern idCVar aa_targetAimAssistEnable;
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extern idCVar in_alwaysRun;
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extern idCVar g_checkpoints;
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extern idCVar g_weaponShadows;
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extern idCVar g_muzzleFlash;
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/*
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========================
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@ -320,6 +329,7 @@ void idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::LoadData()
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fields[ GAME_FIELD_AIM_ASSIST ].SetBool( aa_targetAimAssistEnable.GetBool() );
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fields[ GAME_FIELD_ALWAYS_SPRINT ].SetBool( in_alwaysRun.GetBool() );
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fields[ GAME_FIELD_FLASHLIGHT_SHADOWS ].SetBool( g_weaponShadows.GetBool() );
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fields[ GAME_FIELD_MUZZLE_FLASHES ].SetBool( g_muzzleFlash.GetBool() );
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originalFields = fields;
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}
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@ -340,6 +350,7 @@ void idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::CommitData()
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aa_targetAimAssistEnable.SetBool( fields[ GAME_FIELD_AIM_ASSIST ].ToBool() );
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in_alwaysRun.SetBool( fields[ GAME_FIELD_ALWAYS_SPRINT ].ToBool() );
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g_weaponShadows.SetBool( fields[ GAME_FIELD_FLASHLIGHT_SHADOWS ].ToBool() );
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g_muzzleFlash.SetBool( fields[ GAME_FIELD_MUZZLE_FLASHES ].ToBool() );
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cvarSystem->SetModifiedFlags( CVAR_ARCHIVE );
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@ -406,6 +417,10 @@ bool idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::IsDataChange
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{
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return true;
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}
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if (fields[ GAME_FIELD_MUZZLE_FLASHES ].ToBool() != originalFields[ GAME_FIELD_MUZZLE_FLASHES ].ToBool() )
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{
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return true;
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}
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return false;
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}
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@ -47,13 +47,13 @@ If you have questions concerning this license or the applicable additional terms
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static const int NUM_DECAL_BOUNDING_PLANES = 6;
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#ifdef ID_PC
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static const int MAX_DEFERRED_DECALS = 8;
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static const int MAX_DEFERRED_DECALS = 16;
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static const int DEFFERED_DECAL_TIMEOUT = 1000; // don't create a decal if it wasn't visible within the first second
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static const int MAX_DECALS = 64;
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static const int MAX_DECALS = 128;
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#else
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static const int MAX_DEFERRED_DECALS = 4;
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static const int MAX_DEFERRED_DECALS = 16;
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static const int DEFFERED_DECAL_TIMEOUT = 200; // don't create a decal if it wasn't visible within the first 200 milliseconds
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static const int MAX_DECALS = 32;
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static const int MAX_DECALS = 128;
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#endif
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static const int MAX_DECAL_VERTS = 3 + NUM_DECAL_BOUNDING_PLANES + 3 + 6; // 3 triangle verts clipped NUM_DECAL_BOUNDING_PLANES + 3 times (plus 6 for safety)
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static const int MAX_DECAL_INDEXES = ( MAX_DECAL_VERTS - 2 ) * 3;
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@ -405,10 +405,10 @@ static void R_AddSingleLight( viewLight_t* vLight )
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// A more general solution would be to have an allowLightOnEntityID field.
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// HACK: the armor-mounted flashlight is a private spot light, which is probably
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// wrong -- you would expect to see them in multiplayer.
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if( light->parms.allowLightInViewID && light->parms.pointLight && !eParms.weaponDepthHack )
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{
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continue;
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}
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// if( light->parms.allowLightInViewID && light->parms.pointLight && !eParms.weaponDepthHack )
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// {
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// continue;
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// }
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// non-shadow casting entities don't need to be added if they aren't
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// directly visible
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