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https://github.com/nzp-team/glquake.git
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Partial hud implementation
This commit is contained in:
parent
e49548ff5a
commit
d97e3fcea2
10 changed files with 156 additions and 128 deletions
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nzportable.3dsx
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nzportable.3dsx
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nzportable.elf
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nzportable.elf
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@ -1152,8 +1152,8 @@ void HUD_ProgressBar (void)
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progressbar = 100 - ((cl.progress_bar-sv.time)*10);
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if (progressbar >= 100)
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progressbar = 100;
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Draw_FillByColor ((vid.width)/2 - 51, vid.height*0.75 - 1, 102, 5, GU_RGBA(0, 0, 0,100));
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Draw_FillByColor ((vid.width)/2 - 50, vid.height*0.75, progressbar, 3, GU_RGBA(255, 255, 255,100));
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Draw_FillByColor ((vid.width)/2 - 51, vid.height*0.75 - 1, 102, 5, 0, 0, 0,100);
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Draw_FillByColor ((vid.width)/2 - 50, vid.height*0.75, progressbar, 3, 255, 255, 255,100);
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Draw_String ((vid.width - (88))/2, vid.height*0.75 + 10, "Reviving...");
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}
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@ -1391,27 +1391,27 @@ void HUD_Draw (void)
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return;
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}
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// HUD_Blood();
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// HUD_Rounds();
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// HUD_Perks();
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// HUD_Powerups();
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// HUD_ProgressBar();
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// if ((HUD_Change_time > Sys_FloatTime() || GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 1) >= cl.stats[STAT_CURRENTMAG] || GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 0) >= cl.stats[STAT_AMMO]) && cl.stats[STAT_HEALTH] >= 20)
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// { //these elements are only drawn when relevant for few seconds
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// HUD_Ammo();
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// HUD_Grenades();
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// HUD_Weapon();
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// HUD_AmmoString();
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// }
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// HUD_Points();
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// HUD_Point_Change();
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// HUD_Achievement();
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//
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// if (domaxammo == true) {
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// if (maxammoopac <= 0) {
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// maxammoopac = 255;
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// maxammoy = 250;
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// }
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// HUD_MaxAmmo();
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// }
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HUD_Blood();
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HUD_Rounds();
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HUD_Perks();
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HUD_Powerups();
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HUD_ProgressBar();
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if ((HUD_Change_time > Sys_FloatTime() || GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 1) >= cl.stats[STAT_CURRENTMAG] || GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 0) >= cl.stats[STAT_AMMO]) && cl.stats[STAT_HEALTH] >= 20)
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{ //these elements are only drawn when relevant for few seconds
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HUD_Ammo();
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HUD_Grenades();
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HUD_Weapon();
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HUD_AmmoString();
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}
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HUD_Points();
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HUD_Point_Change();
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HUD_Achievement();
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if (domaxammo == true) {
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if (maxammoopac <= 0) {
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maxammoopac = 255;
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maxammoy = 250;
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}
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HUD_MaxAmmo();
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}
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}
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@ -35,7 +35,7 @@ void Draw_ConsoleBackground (int lines);
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void Draw_BeginDisc (void);
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void Draw_EndDisc (void);
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void Draw_TileClear (int x, int y, int w, int h);
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void Draw_Fill (int x, int y, int w, int h, int c);
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void Draw_Fill (int x, int y, int w, int h, int r, int g, int b);
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void Draw_FadeScreen (void);
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void Draw_String (int x, int y, char *str);
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void Draw_ColoredString(int x, int y, char *text, float r, float g, float b, float a, int scale);
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123
source/gl_draw.c
123
source/gl_draw.c
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@ -610,6 +610,56 @@ void Draw_Character (int x, int y, int num)
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glEnd ();
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}
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/*
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================
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Draw_CharacterRGBA
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This is the same as Draw_Character, but with RGBA color codes.
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- MotoLegacy
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================
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*/
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extern cvar_t scr_coloredtext;
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void Draw_CharacterRGBA(int x, int y, int num, float r, float g, float b, float a)
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{
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byte *dest;
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byte *source;
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unsigned short *pusdest;
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int drawline;
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int row, col;
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float frow, fcol, size;
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if (num == 32)
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return; // space
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num &= 255;
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if (y <= -8)
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return; // totally off screen
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row = num>>4;
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col = num&15;
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frow = row*0.0625;
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fcol = col*0.0625;
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size = 0.0625;
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Con_Printf("");
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//glColor4f(r/255, g/255, b/255, a/255);
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GL_Bind (char_texture);
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glBegin (GL_QUADS);
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glTexCoord2f (fcol, frow);
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glVertex2f (x, y);
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glTexCoord2f (fcol + size, frow);
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glVertex2f (x+8, y);
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glTexCoord2f (fcol + size, frow + size);
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glVertex2f (x+8, y+8);
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glTexCoord2f (fcol, frow + size);
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glVertex2f (x, y+8);
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glEnd ();
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}
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/*
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================
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Draw_String
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@ -688,7 +738,60 @@ Draw_Pic
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*/
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void Draw_Pic (int x, int y, qpic_t *pic)
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{
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Draw_ColorPic (x, y, pic, 255, 255, 255, 255);
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//Draw_ColorPic (x, y, pic, 255, 255, 255, 255);
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byte *dest, *source;
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unsigned short *pusdest;
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int v, u;
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glpic_t *gl;
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if (scrap_dirty)
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Scrap_Upload ();
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gl = (glpic_t *)pic->data;
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glColor4f (1,1,1,1);
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GL_Bind (gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (gl->sl, gl->tl);
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glVertex2f (x, y);
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glTexCoord2f (gl->sh, gl->tl);
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glVertex2f (x+pic->width, y);
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glTexCoord2f (gl->sh, gl->th);
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glVertex2f (x+pic->width, y+pic->height);
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glTexCoord2f (gl->sl, gl->th);
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glVertex2f (x, y+pic->height);
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glEnd ();
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}
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/*
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=============
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Draw_StretchPic
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=============
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*/
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void Draw_StretchPic (int x, int y, qpic_t *pic, int x_value, int y_value)
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{
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// naievil -- fixme This does not stretch
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byte *dest, *source;
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unsigned short *pusdest;
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int v, u;
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glpic_t *gl;
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if (scrap_dirty)
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Scrap_Upload ();
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gl = (glpic_t *)pic->data;
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glColor4f (1,1,1,1);
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GL_Bind (gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (gl->sl, gl->tl);
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glVertex2f (x, y);
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glTexCoord2f (gl->sh, gl->tl);
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glVertex2f (x+pic->width, y);
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glTexCoord2f (gl->sh, gl->th);
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glVertex2f (x+pic->width, y+pic->height);
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glTexCoord2f (gl->sl, gl->th);
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glVertex2f (x, y+pic->height);
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glEnd ();
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}
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/*
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@ -833,6 +936,18 @@ void Draw_TileClear (int x, int y, int w, int h)
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glEnd ();
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}
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/*
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=============
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Draw_FillByColor
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Fills a box of pixels with a single color
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=============
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*/
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void Draw_FillByColor (int x, int y, int w, int h, int r, int g, int b)
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{
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// naievil -- fixme does not do any color mod
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Draw_Fill(x, y, w, h, r, g, b);
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}
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/*
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=============
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@ -841,12 +956,10 @@ Draw_Fill
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Fills a box of pixels with a single color
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=============
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*/
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void Draw_Fill (int x, int y, int w, int h, int c)
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void Draw_Fill (int x, int y, int w, int h, int r, int g, int b)
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{
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glDisable (GL_TEXTURE_2D);
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glColor3f (host_basepal[c*3]/255.0,
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host_basepal[c*3+1]/255.0,
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host_basepal[c*3+2]/255.0);
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glColor3f (r/255, g/255, b/255);
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glBegin (GL_QUADS);
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@ -700,96 +700,6 @@ void DrawGLPolyLightmap (glpoly_t *p)
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glEnd ();
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}
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/*
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================
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R_BlendLightmaps
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================
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*/
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/*
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void R_BlendLightmaps (void)
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{
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int i, j;
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glpoly_t *p;
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float *v;
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glRect_t *theRect;
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if (r_fullbright.value)
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return;
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if (!gl_texsort.value)
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return;
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glDepthMask (0); // don't bother writing Z
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if (gl_lightmap_format == GL_LUMINANCE)
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glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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else if (gl_lightmap_format == GL_INTENSITY)
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{
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor4f (0,0,0,1);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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if (!r_lightmap.value)
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{
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glEnable (GL_BLEND);
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}
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for (i=0 ; i<MAX_LIGHTMAPS ; i++)
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{
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p = lightmap_polys[i];
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if (!p)
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continue;
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GL_Bind(lightmap_textures+i);
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if (lightmap_modified[i])
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{
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lightmap_modified[i] = false;
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theRect = &lightmap_rectchange[i];
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// glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
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// , BLOCK_WIDTH, BLOCK_HEIGHT, 0,
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// gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+i*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
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// glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes
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// , BLOCK_WIDTH, theRect->h, 0,
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// gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+(i*BLOCK_HEIGHT+theRect->t)*BLOCK_WIDTH*lightmap_bytes);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
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theRect->l = BLOCK_WIDTH;
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theRect->t = BLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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for ( ; p ; p=p->chain)
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{
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if (p->flags & SURF_UNDERWATER)
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DrawGLWaterPolyLightmap (p);
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else
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{
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glBegin (GL_POLYGON);
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v = p->verts[0];
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for (j=0 ; j<p->numverts ; j++, v+= VERTEXSIZE)
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{
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glTexCoord2f (v[5], v[6]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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}
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glDisable (GL_BLEND);
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if (gl_lightmap_format == GL_LUMINANCE)
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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else if (gl_lightmap_format == GL_INTENSITY)
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{
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glColor4f (1,1,1,1);
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}
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glDepthMask (1); // back to normal Z buffering
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}
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*/
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/*
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================
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R_BlendLightmaps
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@ -97,6 +97,7 @@ extern cvar_t crosshair;
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qboolean scr_initialized; // ready to draw
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qpic_t *hitmark;
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qpic_t *scr_ram;
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qpic_t *scr_net;
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qpic_t *scr_turtle;
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@ -463,7 +464,7 @@ void SCR_DrawUseString (void)
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l = strlen (scr_usestring);
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x = (vid.width - l*8)/2;
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// naievil -- fixme
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// naievil -- fixme the picture does not show...
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Draw_String (x, y, scr_usestring);
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Draw_Pic (x + button_pic_x*8, y, GetButtonIcon("+use"));
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}
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@ -653,10 +654,14 @@ void SCR_Init (void)
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Cmd_AddCommand ("sizeup",SCR_SizeUp_f);
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Cmd_AddCommand ("sizedown",SCR_SizeDown_f);
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// naievil -- fixme remove this
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scr_ram = Draw_PicFromWad ("ram");
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scr_net = Draw_PicFromWad ("net");
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scr_turtle = Draw_PicFromWad ("turtle");
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hitmark = Draw_CachePic("gfx/hud/hit_marker");
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scr_initialized = true;
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}
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@ -1288,7 +1293,7 @@ void SCR_UpdateScreen (void)
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GL_Set2D ();
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// naievil -- fixme
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//Draw_Crosshair ();
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Draw_Crosshair ();
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//muff - to show FPS on screen
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SCR_DrawFPS ();
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@ -171,8 +171,6 @@ static void Check_Gamma (unsigned char *pal)
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else
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vid_gamma = Q_atof(com_argv[i+1]);
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Con_Printf("in check_gamma: %f\n", vid_gamma);
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for (i=0 ; i<768 ; i++)
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{
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f = pow ( (pal[i]+1)/256.0 , vid_gamma );
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@ -23,6 +23,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "winquake.h"
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#endif
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achievement_list_t achievement_list[MAX_ACHIEVEMENTS];
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void (*vid_menudrawfn)(void);
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void (*vid_menukeyfn)(int key);
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@ -65,7 +65,7 @@ cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
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cvar_t v_idlescale = {"v_idlescale", "0", false};
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cvar_t crosshair = {"crosshair", "0", true};
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cvar_t crosshair = {"crosshair", "1", true};
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cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false}; //naievil -- wtf is this?
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