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https://git.code.sf.net/p/quake/quake2forge
synced 2025-01-19 07:31:04 +00:00
Fixed netgraph breaking transparent console. Also made netgraph itself
transparent, and put it 'behind' the HUD. See Bug#4.
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parent
03f8242b77
commit
86b52d275a
1 changed files with 12 additions and 12 deletions
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@ -156,8 +156,8 @@ void SCR_DrawDebugGraph (void)
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x = scr_vrect.x;
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y = scr_vrect.y+scr_vrect.height;
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re.DrawFill (x, y-scr_graphheight->value,
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w, scr_graphheight->value, 8);
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//re.DrawFill (x, y-scr_graphheight->value,
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//w, scr_graphheight->value, 8);
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for (a=0 ; a<w ; a++)
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{
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@ -418,7 +418,7 @@ void SCR_Init (void)
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scr_netgraph = Cvar_Get ("netgraph", "0", 0);
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scr_timegraph = Cvar_Get ("timegraph", "0", 0);
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scr_debuggraph = Cvar_Get ("debuggraph", "0", 0);
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scr_graphheight = Cvar_Get ("graphheight", "32", 0);
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scr_graphheight = Cvar_Get ("graphheight", "24", 0);
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scr_graphscale = Cvar_Get ("graphscale", "1", 0);
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scr_graphshift = Cvar_Get ("graphshift", "0", 0);
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scr_drawall = Cvar_Get ("scr_drawall", "0", 0);
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@ -1365,6 +1365,12 @@ void SCR_UpdateScreen (void)
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SCR_TileClear ();
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V_RenderView ( separation[i] );
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if (scr_timegraph->value) //update and draw netgraph behind everything else
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SCR_DebugGraph (cls.frametime*300, 0);
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if (scr_debuggraph->value || scr_timegraph->value || scr_netgraph->value)
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SCR_DrawDebugGraph ();
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SCR_DrawStats ();
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if (cl.frame.playerstate.stats[STAT_LAYOUTS] & 1)
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@ -1384,16 +1390,10 @@ void SCR_UpdateScreen (void)
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sprintf(s, "%3.0ffps", 1/cls.frametime);
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DrawString(viddef.width-64,0,s);
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}
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SCR_DrawConsole ();
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if (scr_timegraph->value)
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SCR_DebugGraph (cls.frametime*300, 0);
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if (scr_debuggraph->value || scr_timegraph->value || scr_netgraph->value)
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SCR_DrawDebugGraph ();
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SCR_DrawPause ();
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SCR_DrawConsole ();
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SCR_DrawPause ();
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M_Draw ();
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