Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
2000-01-08 04:50:26 +00:00
|
|
|
Portions Copyright (C) 1999,2000 Nelson Rush.
|
2000-01-25 05:59:19 +00:00
|
|
|
Copyright (C) 1999,2000 contributors of the QuakeForge project
|
|
|
|
Please see the file "AUTHORS" for a list of contributors
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
|
|
modify it under the terms of the GNU General Public License
|
|
|
|
as published by the Free Software Foundation; either version 2
|
|
|
|
of the License, or (at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program; if not, write to the Free Software
|
|
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
// screen.c -- master for refresh, status bar, console, chat, notify, etc
|
|
|
|
|
|
|
|
#include "quakedef.h"
|
2000-01-26 19:00:36 +00:00
|
|
|
#include "glquake.h"
|
2000-01-29 18:46:26 +00:00
|
|
|
#include <qtypes.h>
|
|
|
|
#include <sys.h>
|
|
|
|
#include <cvar.h>
|
|
|
|
#include <keys.h>
|
|
|
|
#include <draw.h>
|
|
|
|
#include <sbar.h>
|
|
|
|
#include <cmd.h>
|
|
|
|
#include <console.h>
|
|
|
|
#include <sound.h>
|
|
|
|
#include <screen.h>
|
|
|
|
#include <menu.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
#include <time.h>
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
|
|
|
|
background clear
|
|
|
|
rendering
|
|
|
|
turtle/net/ram icons
|
|
|
|
sbar
|
|
|
|
centerprint / slow centerprint
|
|
|
|
notify lines
|
|
|
|
intermission / finale overlay
|
|
|
|
loading plaque
|
|
|
|
console
|
|
|
|
menu
|
|
|
|
|
|
|
|
required background clears
|
|
|
|
required update regions
|
|
|
|
|
|
|
|
|
|
|
|
syncronous draw mode or async
|
|
|
|
One off screen buffer, with updates either copied or xblited
|
|
|
|
Need to double buffer?
|
|
|
|
|
|
|
|
|
|
|
|
async draw will require the refresh area to be cleared, because it will be
|
|
|
|
xblited, but sync draw can just ignore it.
|
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|
|
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|
sync
|
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|
draw
|
|
|
|
|
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|
|
CenterPrint ()
|
|
|
|
SlowPrint ()
|
|
|
|
Screen_Update ();
|
|
|
|
Con_Printf ();
|
|
|
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|
|
|
|
net
|
|
|
|
turn off messages option
|
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|
|
|
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|
|
the refresh is allways rendered, unless the console is full screen
|
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|
|
|
|
|
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|
console is:
|
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|
|
notify lines
|
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|
half
|
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|
full
|
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|
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|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
int glx, gly, glwidth, glheight;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
// only the refresh window will be updated unless these variables are flagged
|
2000-01-25 05:59:19 +00:00
|
|
|
int scr_copytop;
|
|
|
|
int scr_copyeverything;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
float scr_con_current;
|
|
|
|
float scr_conlines; // lines of console to display
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
float oldscreensize, oldfov;
|
|
|
|
cvar_t scr_viewsize = {"viewsize","100", true};
|
|
|
|
cvar_t scr_fov = {"fov","90"}; // 10 - 170
|
|
|
|
cvar_t scr_conspeed = {"scr_conspeed","300"};
|
|
|
|
cvar_t scr_centertime = {"scr_centertime","2"};
|
|
|
|
cvar_t scr_showram = {"showram","1"};
|
|
|
|
cvar_t scr_showturtle = {"showturtle","0"};
|
|
|
|
cvar_t scr_showpause = {"showpause","1"};
|
|
|
|
cvar_t scr_printspeed = {"scr_printspeed","8"};
|
|
|
|
cvar_t gl_triplebuffer = {"gl_triplebuffer", "1", true };
|
|
|
|
extern cvar_t crosshair;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
qboolean scr_initialized; // ready to draw
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
qpic_t *scr_ram;
|
|
|
|
qpic_t *scr_net;
|
|
|
|
qpic_t *scr_turtle;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
int scr_fullupdate;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
int clearconsole;
|
|
|
|
int clearnotify;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
int sb_lines;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
viddef_t vid; // global video state
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
vrect_t scr_vrect;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
qboolean scr_disabled_for_loading;
|
|
|
|
qboolean scr_drawloading;
|
|
|
|
float scr_disabled_time;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
qboolean block_drawing;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
void SCR_ScreenShot_f (void);
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============================================================================
|
|
|
|
|
|
|
|
CENTER PRINTING
|
|
|
|
|
|
|
|
===============================================================================
|
|
|
|
*/
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
char scr_centerstring[1024];
|
|
|
|
float scr_centertime_start; // for slow victory printing
|
|
|
|
float scr_centertime_off;
|
|
|
|
int scr_center_lines;
|
|
|
|
int scr_erase_lines;
|
|
|
|
int scr_erase_center;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
SCR_CenterPrint
|
|
|
|
|
|
|
|
Called for important messages that should stay in the center of the screen
|
|
|
|
for a few moments
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void SCR_CenterPrint (char *str)
|
|
|
|
{
|
|
|
|
strncpy (scr_centerstring, str, sizeof(scr_centerstring)-1);
|
|
|
|
scr_centertime_off = scr_centertime.value;
|
|
|
|
scr_centertime_start = cl.time;
|
|
|
|
|
|
|
|
// count the number of lines for centering
|
|
|
|
scr_center_lines = 1;
|
|
|
|
while (*str)
|
|
|
|
{
|
|
|
|
if (*str == '\n')
|
|
|
|
scr_center_lines++;
|
|
|
|
str++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void SCR_DrawCenterString (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
char *start;
|
|
|
|
int l;
|
|
|
|
int j;
|
|
|
|
int x, y;
|
|
|
|
int remaining;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
// the finale prints the characters one at a time
|
|
|
|
if (cl.intermission)
|
|
|
|
remaining = scr_printspeed.value * (cl.time - scr_centertime_start);
|
|
|
|
else
|
|
|
|
remaining = 9999;
|
|
|
|
|
|
|
|
scr_erase_center = 0;
|
|
|
|
start = scr_centerstring;
|
|
|
|
|
|
|
|
if (scr_center_lines <= 4)
|
|
|
|
y = vid.height*0.35;
|
|
|
|
else
|
|
|
|
y = 48;
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
do
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
// scan the width of the line
|
|
|
|
for (l=0 ; l<40 ; l++)
|
|
|
|
if (start[l] == '\n' || !start[l])
|
|
|
|
break;
|
|
|
|
x = (vid.width - l*8)/2;
|
|
|
|
for (j=0 ; j<l ; j++, x+=8)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
Draw_Character (x, y, start[j]);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (!remaining--)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
y += 8;
|
|
|
|
|
|
|
|
while (*start && *start != '\n')
|
|
|
|
start++;
|
|
|
|
|
|
|
|
if (!*start)
|
|
|
|
break;
|
2000-01-25 05:59:19 +00:00
|
|
|
start++; // skip the \n
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
} while (1);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SCR_CheckDrawCenterString (void)
|
|
|
|
{
|
|
|
|
scr_copytop = 1;
|
|
|
|
if (scr_center_lines > scr_erase_lines)
|
|
|
|
scr_erase_lines = scr_center_lines;
|
|
|
|
|
|
|
|
scr_centertime_off -= host_frametime;
|
|
|
|
|
|
|
|
if (scr_centertime_off <= 0 && !cl.intermission)
|
|
|
|
return;
|
|
|
|
if (key_dest != key_game)
|
|
|
|
return;
|
|
|
|
|
|
|
|
SCR_DrawCenterString ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
CalcFov
|
|
|
|
====================
|
|
|
|
*/
|
|
|
|
float CalcFov (float fov_x, float width, float height)
|
|
|
|
{
|
|
|
|
float a;
|
|
|
|
float x;
|
|
|
|
|
|
|
|
if (fov_x < 1 || fov_x > 179)
|
|
|
|
Sys_Error ("Bad fov: %f", fov_x);
|
|
|
|
|
|
|
|
x = width/tan(fov_x/360*M_PI);
|
|
|
|
|
|
|
|
a = atan (height/x);
|
|
|
|
|
|
|
|
a = a*360/M_PI;
|
|
|
|
|
|
|
|
return a;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
SCR_CalcRefdef
|
|
|
|
|
|
|
|
Must be called whenever vid changes
|
|
|
|
Internal use only
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
static void SCR_CalcRefdef (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
float size;
|
|
|
|
int h;
|
|
|
|
qboolean full = false;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
scr_fullupdate = 0; // force a background redraw
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
vid.recalc_refdef = 0;
|
|
|
|
|
|
|
|
// force the status bar to redraw
|
|
|
|
Sbar_Changed ();
|
|
|
|
|
|
|
|
//========================================
|
|
|
|
|
|
|
|
// bound viewsize
|
|
|
|
if (scr_viewsize.value < 30)
|
|
|
|
Cvar_Set ("viewsize","30");
|
|
|
|
if (scr_viewsize.value > 120)
|
|
|
|
Cvar_Set ("viewsize","120");
|
|
|
|
|
|
|
|
// bound field of view
|
|
|
|
if (scr_fov.value < 10)
|
|
|
|
Cvar_Set ("fov","10");
|
|
|
|
if (scr_fov.value > 170)
|
|
|
|
Cvar_Set ("fov","170");
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
// intermission is always full screen
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (cl.intermission)
|
|
|
|
size = 120;
|
|
|
|
else
|
|
|
|
size = scr_viewsize.value;
|
|
|
|
|
|
|
|
if (size >= 120)
|
2000-01-25 05:59:19 +00:00
|
|
|
sb_lines = 0; // no status bar at all
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
else if (size >= 110)
|
2000-01-25 05:59:19 +00:00
|
|
|
sb_lines = 24; // no inventory
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
else
|
|
|
|
sb_lines = 24+16+8;
|
|
|
|
|
|
|
|
if (scr_viewsize.value >= 100.0) {
|
|
|
|
full = true;
|
|
|
|
size = 100.0;
|
|
|
|
} else
|
|
|
|
size = scr_viewsize.value;
|
|
|
|
if (cl.intermission)
|
|
|
|
{
|
|
|
|
full = true;
|
2000-01-25 05:59:19 +00:00
|
|
|
size = 100.0;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
sb_lines = 0;
|
|
|
|
}
|
|
|
|
size /= 100.0;
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
if (!cl_sbar.value && full)
|
|
|
|
h = vid.height;
|
|
|
|
else
|
|
|
|
h = vid.height - sb_lines;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
r_refdef.vrect.width = vid.width * size;
|
|
|
|
if (r_refdef.vrect.width < 96)
|
|
|
|
{
|
|
|
|
size = 96.0 / r_refdef.vrect.width;
|
2000-01-25 05:59:19 +00:00
|
|
|
r_refdef.vrect.width = 96; // min for icons
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
r_refdef.vrect.height = vid.height * size;
|
2000-01-25 05:59:19 +00:00
|
|
|
if (cl_sbar.value || !full) {
|
|
|
|
if (r_refdef.vrect.height > vid.height - sb_lines)
|
|
|
|
r_refdef.vrect.height = vid.height - sb_lines;
|
|
|
|
} else if (r_refdef.vrect.height > vid.height)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
r_refdef.vrect.height = vid.height;
|
|
|
|
r_refdef.vrect.x = (vid.width - r_refdef.vrect.width)/2;
|
|
|
|
if (full)
|
|
|
|
r_refdef.vrect.y = 0;
|
|
|
|
else
|
|
|
|
r_refdef.vrect.y = (h - r_refdef.vrect.height)/2;
|
|
|
|
|
|
|
|
r_refdef.fov_x = scr_fov.value;
|
|
|
|
r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
|
|
|
|
|
|
|
|
scr_vrect = r_refdef.vrect;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
SCR_SizeUp_f
|
|
|
|
|
|
|
|
Keybinding command
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void SCR_SizeUp_f (void)
|
|
|
|
{
|
|
|
|
Cvar_SetValue ("viewsize",scr_viewsize.value+10);
|
|
|
|
vid.recalc_refdef = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
SCR_SizeDown_f
|
|
|
|
|
|
|
|
Keybinding command
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void SCR_SizeDown_f (void)
|
|
|
|
{
|
|
|
|
Cvar_SetValue ("viewsize",scr_viewsize.value-10);
|
|
|
|
vid.recalc_refdef = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
SCR_Init
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void SCR_Init (void)
|
|
|
|
{
|
|
|
|
Cvar_RegisterVariable (&scr_fov);
|
|
|
|
Cvar_RegisterVariable (&scr_viewsize);
|
|
|
|
Cvar_RegisterVariable (&scr_conspeed);
|
|
|
|
Cvar_RegisterVariable (&scr_showram);
|
|
|
|
Cvar_RegisterVariable (&scr_showturtle);
|
|
|
|
Cvar_RegisterVariable (&scr_showpause);
|
|
|
|
Cvar_RegisterVariable (&scr_centertime);
|
|
|
|
Cvar_RegisterVariable (&scr_printspeed);
|
|
|
|
Cvar_RegisterVariable (&gl_triplebuffer);
|
|
|
|
|
|
|
|
//
|
|
|
|
// register our commands
|
|
|
|
//
|
|
|
|
Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
|
|
|
|
Cmd_AddCommand ("sizeup",SCR_SizeUp_f);
|
|
|
|
Cmd_AddCommand ("sizedown",SCR_SizeDown_f);
|
|
|
|
|
|
|
|
scr_ram = Draw_PicFromWad ("ram");
|
|
|
|
scr_net = Draw_PicFromWad ("net");
|
|
|
|
scr_turtle = Draw_PicFromWad ("turtle");
|
|
|
|
|
|
|
|
scr_initialized = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
SCR_DrawRam
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void SCR_DrawRam (void)
|
|
|
|
{
|
|
|
|
if (!scr_showram.value)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!r_cache_thrash)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Draw_Pic (scr_vrect.x+32, scr_vrect.y, scr_ram);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
SCR_DrawTurtle
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void SCR_DrawTurtle (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
static int count;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (!scr_showturtle.value)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (host_frametime < 0.1)
|
|
|
|
{
|
|
|
|
count = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
count++;
|
|
|
|
if (count < 3)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Draw_Pic (scr_vrect.x, scr_vrect.y, scr_turtle);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
SCR_DrawNet
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void SCR_DrawNet (void)
|
|
|
|
{
|
|
|
|
if (realtime - cl.last_received_message < 0.3)
|
|
|
|
return;
|
|
|
|
if (cls.demoplayback)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Draw_Pic (scr_vrect.x+64, scr_vrect.y, scr_net);
|
|
|
|
}
|
|
|
|
|
2000-01-19 05:31:22 +00:00
|
|
|
/*
|
|
|
|
===============
|
|
|
|
SCR_DrawFPS
|
|
|
|
|
|
|
|
Backported by Jules Bean <jules@jellybean.co.uk> from
|
|
|
|
quakeworld client
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void SCR_DrawFPS (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
extern cvar_t show_fps;
|
2000-01-19 05:31:22 +00:00
|
|
|
static double lastframetime;
|
|
|
|
double t;
|
|
|
|
extern int fps_count;
|
|
|
|
static int lastfps;
|
|
|
|
int x, y;
|
|
|
|
char st[80];
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
if (!show_fps.value)
|
|
|
|
return;
|
2000-01-19 05:31:22 +00:00
|
|
|
|
|
|
|
t = Sys_DoubleTime();
|
|
|
|
if ((t - lastframetime) >= 1.0) {
|
|
|
|
lastfps = fps_count;
|
|
|
|
fps_count = 0;
|
|
|
|
lastframetime = t;
|
|
|
|
}
|
|
|
|
|
|
|
|
snprintf(st, sizeof(st), "%3d FPS", lastfps);
|
|
|
|
x = vid.width - strlen(st) * 8 - 8;
|
|
|
|
y = vid.height - sb_lines - 8;
|
|
|
|
// Draw_TileClear(x, y, strlen(st) * 8, 8);
|
|
|
|
Draw_String(x, y, st);
|
|
|
|
}
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
==============
|
|
|
|
DrawPause
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void SCR_DrawPause (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
qpic_t *pic;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
if (!scr_showpause.value) // turn off for screenshots
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
if (!cl.paused)
|
|
|
|
return;
|
|
|
|
|
|
|
|
pic = Draw_CachePic ("gfx/pause.lmp");
|
|
|
|
Draw_Pic ( (vid.width - pic->width)/2,
|
|
|
|
(vid.height - 48 - pic->height)/2, pic);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
SCR_DrawLoading
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void SCR_DrawLoading (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
qpic_t *pic;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (!scr_drawloading)
|
|
|
|
return;
|
|
|
|
|
|
|
|
pic = Draw_CachePic ("gfx/loading.lmp");
|
|
|
|
Draw_Pic ( (vid.width - pic->width)/2,
|
|
|
|
(vid.height - 48 - pic->height)/2, pic);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
SCR_SetUpToDrawConsole
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void SCR_SetUpToDrawConsole (void)
|
|
|
|
{
|
|
|
|
Con_CheckResize ();
|
|
|
|
|
|
|
|
if (scr_drawloading)
|
2000-01-25 05:59:19 +00:00
|
|
|
return; // never a console with loading plaque
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
// decide on the height of the console
|
2000-01-29 18:46:26 +00:00
|
|
|
if (cls.state != ca_active)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
scr_conlines = vid.height; // full screen
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
scr_con_current = scr_conlines;
|
|
|
|
}
|
|
|
|
else if (key_dest == key_console)
|
2000-01-25 05:59:19 +00:00
|
|
|
scr_conlines = vid.height/2; // half screen
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
else
|
2000-01-25 05:59:19 +00:00
|
|
|
scr_conlines = 0; // none visible
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (scr_conlines < scr_con_current)
|
|
|
|
{
|
|
|
|
scr_con_current -= scr_conspeed.value*host_frametime;
|
|
|
|
if (scr_conlines > scr_con_current)
|
|
|
|
scr_con_current = scr_conlines;
|
|
|
|
|
|
|
|
}
|
|
|
|
else if (scr_conlines > scr_con_current)
|
|
|
|
{
|
|
|
|
scr_con_current += scr_conspeed.value*host_frametime;
|
|
|
|
if (scr_conlines < scr_con_current)
|
|
|
|
scr_con_current = scr_conlines;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (clearconsole++ < vid.numpages)
|
|
|
|
{
|
|
|
|
Sbar_Changed ();
|
|
|
|
}
|
|
|
|
else if (clearnotify++ < vid.numpages)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
else
|
|
|
|
con_notifylines = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
SCR_DrawConsole
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void SCR_DrawConsole (void)
|
|
|
|
{
|
|
|
|
if (scr_con_current)
|
|
|
|
{
|
|
|
|
scr_copyeverything = 1;
|
2000-01-29 18:46:26 +00:00
|
|
|
Con_DrawConsole (scr_con_current);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
clearconsole = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (key_dest == key_game || key_dest == key_message)
|
2000-01-25 05:59:19 +00:00
|
|
|
Con_DrawNotify (); // only draw notify in game
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============================================================================
|
|
|
|
|
|
|
|
SCREEN SHOTS
|
|
|
|
|
|
|
|
==============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
typedef struct _TargaHeader {
|
2000-01-25 05:59:19 +00:00
|
|
|
unsigned char id_length, colormap_type, image_type;
|
|
|
|
unsigned short colormap_index, colormap_length;
|
|
|
|
unsigned char colormap_size;
|
|
|
|
unsigned short x_origin, y_origin, width, height;
|
|
|
|
unsigned char pixel_size, attributes;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
} TargaHeader;
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
SCR_ScreenShot_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void SCR_ScreenShot_f (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
byte *buffer;
|
|
|
|
char pcxname[80];
|
|
|
|
char checkname[MAX_OSPATH];
|
|
|
|
int i, c, temp;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
//
|
|
|
|
// find a file name to save it to
|
|
|
|
//
|
|
|
|
strcpy(pcxname,"quake00.tga");
|
|
|
|
|
|
|
|
for (i=0 ; i<=99 ; i++)
|
|
|
|
{
|
|
|
|
pcxname[5] = i/10 + '0';
|
|
|
|
pcxname[6] = i%10 + '0';
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(checkname, sizeof(checkname), "%s/%s", com_gamedir, pcxname);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (Sys_FileTime(checkname) == -1)
|
2000-01-25 05:59:19 +00:00
|
|
|
break; // file doesn't exist
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
if (i==100)
|
|
|
|
{
|
|
|
|
Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX file\n");
|
|
|
|
return;
|
2000-01-25 05:59:19 +00:00
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
|
|
|
|
buffer = malloc(glwidth*glheight*3 + 18);
|
|
|
|
memset (buffer, 0, 18);
|
2000-01-25 05:59:19 +00:00
|
|
|
buffer[2] = 2; // uncompressed type
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
buffer[12] = glwidth&255;
|
|
|
|
buffer[13] = glwidth>>8;
|
|
|
|
buffer[14] = glheight&255;
|
|
|
|
buffer[15] = glheight>>8;
|
2000-01-25 05:59:19 +00:00
|
|
|
buffer[16] = 24; // pixel size
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 );
|
|
|
|
|
|
|
|
// swap rgb to bgr
|
|
|
|
c = 18+glwidth*glheight*3;
|
|
|
|
for (i=18 ; i<c ; i+=3)
|
|
|
|
{
|
|
|
|
temp = buffer[i];
|
|
|
|
buffer[i] = buffer[i+2];
|
|
|
|
buffer[i+2] = temp;
|
|
|
|
}
|
|
|
|
COM_WriteFile (pcxname, buffer, glwidth*glheight*3 + 18 );
|
|
|
|
|
|
|
|
free (buffer);
|
|
|
|
Con_Printf ("Wrote %s\n", pcxname);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
SCR_BeginLoadingPlaque
|
|
|
|
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void SCR_BeginLoadingPlaque (void)
|
|
|
|
{
|
|
|
|
S_StopAllSounds (true);
|
|
|
|
|
2000-01-29 18:46:26 +00:00
|
|
|
if (cls.state < ca_connected)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return;
|
|
|
|
if (cls.signon != SIGNONS)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// redraw with no console and the loading plaque
|
|
|
|
Con_ClearNotify ();
|
|
|
|
scr_centertime_off = 0;
|
|
|
|
scr_con_current = 0;
|
|
|
|
|
|
|
|
scr_drawloading = true;
|
|
|
|
scr_fullupdate = 0;
|
|
|
|
Sbar_Changed ();
|
|
|
|
SCR_UpdateScreen ();
|
|
|
|
scr_drawloading = false;
|
|
|
|
|
|
|
|
scr_disabled_for_loading = true;
|
|
|
|
scr_disabled_time = realtime;
|
|
|
|
scr_fullupdate = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
SCR_EndLoadingPlaque
|
|
|
|
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void SCR_EndLoadingPlaque (void)
|
|
|
|
{
|
|
|
|
scr_disabled_for_loading = false;
|
|
|
|
scr_fullupdate = 0;
|
|
|
|
Con_ClearNotify ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
char *scr_notifystring;
|
|
|
|
qboolean scr_drawdialog;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
void SCR_DrawNotifyString (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
char *start;
|
|
|
|
int l;
|
|
|
|
int j;
|
|
|
|
int x, y;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
start = scr_notifystring;
|
|
|
|
|
|
|
|
y = vid.height*0.35;
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
do
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
// scan the width of the line
|
|
|
|
for (l=0 ; l<40 ; l++)
|
|
|
|
if (start[l] == '\n' || !start[l])
|
|
|
|
break;
|
|
|
|
x = (vid.width - l*8)/2;
|
|
|
|
for (j=0 ; j<l ; j++, x+=8)
|
2000-01-25 05:59:19 +00:00
|
|
|
Draw_Character (x, y, start[j]);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
y += 8;
|
|
|
|
|
|
|
|
while (*start && *start != '\n')
|
|
|
|
start++;
|
|
|
|
|
|
|
|
if (!*start)
|
|
|
|
break;
|
2000-01-25 05:59:19 +00:00
|
|
|
start++; // skip the \n
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
} while (1);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
SCR_ModalMessage
|
|
|
|
|
|
|
|
Displays a text string in the center of the screen and waits for a Y or N
|
|
|
|
keypress.
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
int SCR_ModalMessage (char *text)
|
|
|
|
{
|
|
|
|
if (cls.state == ca_dedicated)
|
|
|
|
return true;
|
2000-01-25 05:59:19 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
scr_notifystring = text;
|
|
|
|
|
|
|
|
// draw a fresh screen
|
|
|
|
scr_fullupdate = 0;
|
|
|
|
scr_drawdialog = true;
|
|
|
|
SCR_UpdateScreen ();
|
|
|
|
scr_drawdialog = false;
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
S_ClearBuffer (); // so dma doesn't loop current sound
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
do
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
key_count = -1; // wait for a key down and up
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Sys_SendKeyEvents ();
|
|
|
|
} while (key_lastpress != 'y' && key_lastpress != 'n' && key_lastpress != K_ESCAPE);
|
|
|
|
|
|
|
|
scr_fullupdate = 0;
|
|
|
|
SCR_UpdateScreen ();
|
|
|
|
|
|
|
|
return key_lastpress == 'y';
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
SCR_BringDownConsole
|
|
|
|
|
|
|
|
Brings the console down and fades the palettes back to normal
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void SCR_BringDownConsole (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
int i;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
scr_centertime_off = 0;
|
|
|
|
|
|
|
|
for (i=0 ; i<20 && scr_conlines != scr_con_current ; i++)
|
|
|
|
SCR_UpdateScreen ();
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
cl.cshifts[0].percent = 0; // no area contents palette on next frame
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
VID_SetPalette (host_basepal);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SCR_TileClear (void)
|
|
|
|
{
|
|
|
|
if (r_refdef.vrect.x > 0) {
|
|
|
|
// left
|
|
|
|
Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height - sb_lines);
|
|
|
|
// right
|
|
|
|
Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0,
|
|
|
|
vid.width - r_refdef.vrect.x + r_refdef.vrect.width,
|
|
|
|
vid.height - sb_lines);
|
|
|
|
}
|
|
|
|
if (r_refdef.vrect.y > 0) {
|
|
|
|
// top
|
|
|
|
Draw_TileClear (r_refdef.vrect.x, 0,
|
|
|
|
r_refdef.vrect.x + r_refdef.vrect.width,
|
|
|
|
r_refdef.vrect.y);
|
|
|
|
// bottom
|
|
|
|
Draw_TileClear (r_refdef.vrect.x,
|
|
|
|
r_refdef.vrect.y + r_refdef.vrect.height,
|
|
|
|
r_refdef.vrect.width,
|
|
|
|
vid.height - sb_lines -
|
|
|
|
(r_refdef.vrect.height + r_refdef.vrect.y));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
float oldsbar = 0;
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
==================
|
|
|
|
SCR_UpdateScreen
|
|
|
|
|
|
|
|
This is called every frame, and can also be called explicitly to flush
|
|
|
|
text to the screen.
|
|
|
|
|
|
|
|
WARNING: be very careful calling this from elsewhere, because the refresh
|
|
|
|
needs almost the entire 256k of stack space!
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void SCR_UpdateScreen (void)
|
|
|
|
{
|
|
|
|
if (block_drawing)
|
|
|
|
return;
|
|
|
|
|
|
|
|
vid.numpages = 2 + gl_triplebuffer.value;
|
|
|
|
|
|
|
|
scr_copytop = 0;
|
|
|
|
scr_copyeverything = 0;
|
|
|
|
|
|
|
|
if (scr_disabled_for_loading)
|
|
|
|
{
|
|
|
|
if (realtime - scr_disabled_time > 60)
|
|
|
|
{
|
|
|
|
scr_disabled_for_loading = false;
|
|
|
|
Con_Printf ("load failed.\n");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!scr_initialized || !con_initialized)
|
2000-01-25 05:59:19 +00:00
|
|
|
return; // not initialized yet
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
if (oldsbar != cl_sbar.value) {
|
|
|
|
oldsbar = cl_sbar.value;
|
|
|
|
vid.recalc_refdef = true;
|
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
|
|
|
|
|
|
|
|
//
|
|
|
|
// determine size of refresh window
|
|
|
|
//
|
|
|
|
if (oldfov != scr_fov.value)
|
|
|
|
{
|
|
|
|
oldfov = scr_fov.value;
|
|
|
|
vid.recalc_refdef = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (vid.recalc_refdef)
|
|
|
|
SCR_CalcRefdef ();
|
|
|
|
|
|
|
|
//
|
|
|
|
// do 3D refresh drawing, and then update the screen
|
|
|
|
//
|
|
|
|
SCR_SetUpToDrawConsole ();
|
|
|
|
|
|
|
|
V_RenderView ();
|
|
|
|
|
|
|
|
GL_Set2D ();
|
|
|
|
|
|
|
|
//
|
|
|
|
// draw any areas not covered by the refresh
|
|
|
|
//
|
|
|
|
SCR_TileClear ();
|
|
|
|
|
|
|
|
if (scr_drawdialog)
|
|
|
|
{
|
|
|
|
Sbar_Draw ();
|
|
|
|
Draw_FadeScreen ();
|
|
|
|
SCR_DrawNotifyString ();
|
|
|
|
scr_copyeverything = true;
|
|
|
|
}
|
|
|
|
else if (scr_drawloading)
|
|
|
|
{
|
|
|
|
SCR_DrawLoading ();
|
|
|
|
Sbar_Draw ();
|
|
|
|
}
|
|
|
|
else if (cl.intermission == 1 && key_dest == key_game)
|
|
|
|
{
|
|
|
|
Sbar_IntermissionOverlay ();
|
|
|
|
}
|
|
|
|
else if (cl.intermission == 2 && key_dest == key_game)
|
|
|
|
{
|
|
|
|
Sbar_FinaleOverlay ();
|
|
|
|
SCR_CheckDrawCenterString ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (crosshair.value)
|
2000-01-03 00:08:03 +00:00
|
|
|
Draw_Crosshair();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
SCR_DrawRam ();
|
|
|
|
SCR_DrawNet ();
|
2000-01-19 05:31:22 +00:00
|
|
|
SCR_DrawFPS ();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
SCR_DrawTurtle ();
|
|
|
|
SCR_DrawPause ();
|
|
|
|
SCR_CheckDrawCenterString ();
|
|
|
|
Sbar_Draw ();
|
2000-01-25 05:59:19 +00:00
|
|
|
SCR_DrawConsole ();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
M_Draw ();
|
|
|
|
}
|
|
|
|
|
|
|
|
V_UpdatePalette ();
|
|
|
|
|
|
|
|
GL_EndRendering ();
|
|
|
|
}
|