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Address toast review
- Re-add highlighting to the header text, and shift it back up slightly - Move the viewpoint loop break out of a while and into the main loop
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parent
e6fd41339a
commit
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2 changed files with 20 additions and 17 deletions
27
src/g_game.c
27
src/g_game.c
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@ -1826,12 +1826,26 @@ boolean G_Responder(event_t *ev)
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if (displayplayer == MAXPLAYERS)
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displayplayer = 0;
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if (displayplayer == consoleplayer)
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break; // End loop
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if (!playeringame[displayplayer])
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continue;
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if (players[displayplayer].spectator)
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continue;
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// SRB2Kart: Only go through players who are actually playing
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if (players[displayplayer].exiting)
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continue;
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// I don't know if we want this actually, but I'll humor the suggestion anyway
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if (G_BattleGametype())
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{
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if (players[displayplayer].kartstuff[k_bumper] <= 0)
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continue;
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}
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// SRB2Kart: we have no team-based modes, YET...
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/*if (G_GametypeHasTeams())
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{
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@ -1857,19 +1871,8 @@ boolean G_Responder(event_t *ev)
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continue;
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}*/
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// SRB2Kart: Only go through players who are actually playing
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if (players[displayplayer].exiting)
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continue;
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// I don't know if we want this actually, but I'll humor the suggestion anyway
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if (G_BattleGametype())
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{
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if (players[displayplayer].kartstuff[k_bumper] <= 0)
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continue;
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}
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break;
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} while (displayplayer != consoleplayer);
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}
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// change statusbar also if playing back demo
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if (singledemo)
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10
src/m_menu.c
10
src/m_menu.c
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@ -8588,11 +8588,11 @@ static void M_DrawControl(void)
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// draw title (or big pic)
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M_DrawMenuTitle();
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M_CentreText(30,
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(setupcontrols_fourthplayer ? "Set controls for Player 4" :
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(setupcontrols_thirdplayer ? "Set controls for Player 3" :
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(setupcontrols_secondaryplayer ? "Set controls for Player 2" :
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"Press ENTER to change, BACKSPACE to clear"))));
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M_CentreText(28,
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(setupcontrols_fourthplayer ? "\x86""Set controls for ""\x82""Player 4" :
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(setupcontrols_thirdplayer ? "\x86""Set controls for ""\x82""Player 3" :
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(setupcontrols_secondaryplayer ? "\x86""Set controls for ""\x82""Player 2" :
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"\x86""Press ""\x82""ENTER""\x86"" to change, ""\x82""BACKSPACE""\x86"" to clear"))));
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if (i)
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V_DrawString(currentMenu->x - 16, y-(skullAnimCounter/5), highlightflags, "\x1A"); // up arrow
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