mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-28 13:21:10 +00:00
Merge branch 'SRB2-CHAT' into 'SRB2-CHAT'
Final code fixes and minor cleanup See merge request SinnamonLat/SRB2!5
This commit is contained in:
commit
809bb8a9d5
3 changed files with 152 additions and 175 deletions
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@ -22,6 +22,7 @@
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#define MAXNETNODES 32
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#define BROADCASTADDR MAXNETNODES
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#define MAXSPLITSCREENPLAYERS 2 // Max number of players on a single computer
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//#define NETSPLITSCREEN // Kart's splitscreen netgame feature
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#define STATLENGTH (TICRATE*2)
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322
src/hu_stuff.c
322
src/hu_stuff.c
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@ -73,7 +73,7 @@ patch_t *cred_font[CRED_FONTSIZE];
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static player_t *plr;
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boolean chat_on; // entering a chat message?
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static char w_chat[HU_MAXMSGLEN];
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static size_t c_input = 0; // let's try to make the chat input less shitty.
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static size_t c_input = 0; // let's try to make the chat input less shitty.
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static boolean headsupactive = false;
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boolean hu_showscores; // draw rankings
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static char hu_tick;
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@ -328,20 +328,20 @@ static UINT32 chat_nummsg_min = 0;
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static UINT32 chat_scroll = 0;
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static tic_t chat_scrolltime = 0;
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static UINT32 chat_maxscroll = 0; // how far can we scroll?
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static UINT32 chat_maxscroll = 0; // how far can we scroll?
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//static chatmsg_t chat_mini[CHAT_BUFSIZE]; // Display the last few messages sent.
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//static chatmsg_t chat_log[CHAT_BUFSIZE]; // Keep every message sent to us in memory so we can scroll n shit, it's cool.
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//static chatmsg_t chat_mini[CHAT_BUFSIZE]; // Display the last few messages sent.
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//static chatmsg_t chat_log[CHAT_BUFSIZE]; // Keep every message sent to us in memory so we can scroll n shit, it's cool.
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static char chat_log[CHAT_BUFSIZE][255]; // hold the last 48 or so messages in that log.
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static char chat_mini[8][255]; // display up to 8 messages that will fade away / get overwritten
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static char chat_log[CHAT_BUFSIZE][255]; // hold the last 48 or so messages in that log.
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static char chat_mini[8][255]; // display up to 8 messages that will fade away / get overwritten
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static tic_t chat_timers[8];
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static boolean chat_scrollmedown = false; // force instant scroll down on the chat log. Happens when you open it / send a message.
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static boolean chat_scrollmedown = false; // force instant scroll down on the chat log. Happens when you open it / send a message.
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// remove text from minichat table
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static INT16 addy = 0; // use this to make the messages scroll smoothly when one fades away
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static INT16 addy = 0; // use this to make the messages scroll smoothly when one fades away
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static void HU_removeChatText_Mini(void)
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{
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@ -351,7 +351,7 @@ static void HU_removeChatText_Mini(void)
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strcpy(chat_mini[i], chat_mini[i+1]);
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chat_timers[i] = chat_timers[i+1];
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}
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chat_nummsg_min--; // lost 1 msg.
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chat_nummsg_min--; // lost 1 msg.
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// use addy and make shit slide smoothly af.
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addy += (vid.width < 640) ? 8 : 6;
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@ -366,16 +366,16 @@ static void HU_removeChatText_Log(void)
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for(i=0;i<chat_nummsg_log-1;i++) {
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strcpy(chat_log[i], chat_log[i+1]);
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}
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chat_nummsg_log--; // lost 1 msg.
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chat_nummsg_log--; // lost 1 msg.
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}
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void HU_AddChatText(const char *text, boolean playsound)
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{
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if (playsound && cv_consolechat.value != 2) // Don't play the sound if we're using hidden chat.
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if (playsound && cv_consolechat.value != 2) // Don't play the sound if we're using hidden chat.
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S_StartSound(NULL, sfx_radio);
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// reguardless of our preferences, put all of this in the chat buffer in case we decide to change from oldchat mid-game.
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if (chat_nummsg_log >= CHAT_BUFSIZE) // too many messages!
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if (chat_nummsg_log >= CHAT_BUFSIZE) // too many messages!
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HU_removeChatText_Log();
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strcpy(chat_log[chat_nummsg_log], text);
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@ -388,7 +388,7 @@ void HU_AddChatText(const char *text, boolean playsound)
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chat_timers[chat_nummsg_min] = TICRATE*cv_chattime.value;
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chat_nummsg_min++;
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if (OLDCHAT) // if we're using oldchat, print directly in console
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if (OLDCHAT) // if we're using oldchat, print directly in console
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CONS_Printf("%s\n", text);
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else // if we aren't, still save the message to log.txt
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CON_LogMessage(va("%s\n", text));
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@ -425,7 +425,7 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
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numwords = COM_Argc() - usedargs;
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I_Assert(numwords > 0);
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if (CHAT_MUTE) // TODO: Per Player mute.
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if (CHAT_MUTE) // TODO: Per Player mute.
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{
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HU_AddChatText(va("%s>ERROR: The chat is muted. You can't say anything.", "\x85"), false);
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return;
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@ -451,13 +451,13 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
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strlcat(msg, COM_Argv(ix + usedargs), msgspace);
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}
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if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
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if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
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{
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// what we're gonna do now is check if the node exists
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// with that logic, characters 4 and 5 are our numbers:
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const char *newmsg;
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char *nodenum = (char*) malloc(3);
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INT32 spc = 1; // used if nodenum[1] is a space.
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INT32 spc = 1; // used if nodenum[1] is a space.
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strncpy(nodenum, msg+3, 3);
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// check for undesirable characters in our "number"
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@ -485,16 +485,16 @@ static void DoSayCommand(SINT8 target, size_t usedargs, UINT8 flags)
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}
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}
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target = atoi((const char*) nodenum); // turn that into a number
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target = atoi((const char*) nodenum); // turn that into a number
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free(nodenum);
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//CONS_Printf("%d\n", target);
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// check for target player, if it doesn't exist then we can't send the message!
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if (playeringame[target]) // player exists
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target++; // even though playernums are from 0 to 31, target is 1 to 32, so up that by 1 to have it work!
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if (target < MAXPLAYERS && playeringame[target]) // player exists
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target++; // even though playernums are from 0 to 31, target is 1 to 32, so up that by 1 to have it work!
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else
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{
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HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same
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HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same
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return;
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}
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buf[0] = target;
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@ -585,7 +585,7 @@ static void Command_CSay_f(void)
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DoSayCommand(0, 1, HU_CSAY);
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}
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static tic_t stop_spamming_you_cunt[MAXPLAYERS];
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static tic_t stop_spamming[MAXPLAYERS];
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/** Receives a message, processing an ::XD_SAY command.
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* \sa DoSayCommand
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@ -648,15 +648,15 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
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// before we do anything, let's verify the guy isn't spamming, get this easier on us.
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//if (stop_spamming_you_cunt[playernum] != 0 && cv_chatspamprotection.value && !(flags & HU_CSAY))
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if (stop_spamming_you_cunt[playernum] != 0 && consoleplayer != playernum && cv_chatspamprotection.value && !(flags & HU_CSAY))
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//if (stop_spamming[playernum] != 0 && cv_chatspamprotection.value && !(flags & HU_CSAY))
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if (stop_spamming[playernum] != 0 && consoleplayer != playernum && cv_chatspamprotection.value && !(flags & HU_CSAY))
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{
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CONS_Debug(DBG_NETPLAY,"Received SAY cmd too quickly from Player %d (%s), assuming as spam and blocking message.\n", playernum+1, player_names[playernum]);
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stop_spamming_you_cunt[playernum] = 4;
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stop_spamming[playernum] = 4;
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spam_eatmsg = 1;
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}
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else
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stop_spamming_you_cunt[playernum] = 4; // you can hold off for 4 tics, can you?
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stop_spamming[playernum] = 4; // you can hold off for 4 tics, can you?
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// run the lua hook even if we were supposed to eat the msg, netgame consistency goes first.
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@ -666,7 +666,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
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#endif
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if (spam_eatmsg)
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return; // don't proceed if we were supposed to eat the message.
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return; // don't proceed if we were supposed to eat the message.
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// If it's a CSAY, just CECHO and be done with it.
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if (flags & HU_CSAY)
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@ -716,7 +716,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
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cstart = "\x86"; // grey name
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textcolor = "\x86";
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}
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else if (target == -1) // say team
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else if (target == -1) // say team
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{
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if (players[playernum].ctfteam == 1) // red
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{
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@ -736,25 +736,25 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
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cstart = "\x83";
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if (color <= SKINCOLOR_SILVER)
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cstart = "\x80"; // White
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cstart = "\x80"; // White
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else if (color <= SKINCOLOR_BLACK)
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cstart = "\x86"; // Grey
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cstart = "\x86"; // Grey
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else if (color <= SKINCOLOR_BLUE)
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cstart = "\x84"; // Blue
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cstart = "\x84"; // Blue
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else if (color <= SKINCOLOR_PEACH)
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cstart = "\x87"; //... Orange???
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cstart = "\x87"; //... Orange???
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else if (color == SKINCOLOR_PINK)
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cstart = "\x85"; // Red.
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cstart = "\x85"; // Red.
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else if (color <= SKINCOLOR_PURPLE)
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cstart = "\x81"; // Purple
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cstart = "\x81"; // Purple
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else if (color <= SKINCOLOR_ROSEWOOD)
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cstart = "\x87"; // Orange
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cstart = "\x87"; // Orange
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else if (color <= SKINCOLOR_DARKRED)
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cstart = "\x85"; // Red
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cstart = "\x85"; // Red
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else if (color <= SKINCOLOR_OLIVE)
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cstart = "\x83"; // green
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cstart = "\x83"; // green
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else if (color <= SKINCOLOR_GOLD)
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cstart = "\x82"; // Yellow
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cstart = "\x82"; // Yellow
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}
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prefix = cstart;
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@ -804,7 +804,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
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else if (players[playernum].ctfteam == 2) // blue
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prefix = "\x84[TEAM]";
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else
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prefix = "\x83"; // makes sure this doesn't implode if you sayteam on non-team gamemodes
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prefix = "\x83"; // makes sure this doesn't implode if you sayteam on non-team gamemodes
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fmt2 = "%s<%s%s>\x80%s %s%s";
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}
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@ -837,7 +837,7 @@ static inline boolean HU_keyInChatString(char *s, char ch)
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l = strlen(s);
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if (l < HU_MAXMSGLEN - 1)
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{
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if (c_input >= strlen(s)) // don't do anything complicated
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if (c_input >= strlen(s)) // don't do anything complicated
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{
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s[l++] = ch;
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s[l]=0;
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@ -847,12 +847,15 @@ static inline boolean HU_keyInChatString(char *s, char ch)
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// move everything past c_input for new characters:
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size_t m = HU_MAXMSGLEN-1;
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for (;(m>=c_input);m--)
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while (m>=c_input)
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{
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if (s[m])
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s[m+1] = (s[m]);
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if (m == 0) // prevent overflow
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break;
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m--;
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}
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s[c_input] = ch; // and replace this.
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s[c_input] = ch; // and replace this.
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}
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c_input++;
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return true;
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@ -910,19 +913,19 @@ static INT32 head = 0, tail = 0;*/
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// WHY DO YOU OVERCOMPLICATE EVERYTHING?????????
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// Clear spaces so we don't end up with messages only made out of emptiness
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static boolean HU_clearChatSpaces()
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static boolean HU_clearChatSpaces(void)
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{
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size_t i = 0; // Used to just check our message
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char c; // current character we're iterating.
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size_t i = 0; // Used to just check our message
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char c; // current character we're iterating.
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boolean nothingbutspaces = true;
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for (; i < strlen(w_chat); i++) // iterate through message and eradicate all spaces that don't belong.
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for (; i < strlen(w_chat); i++) // iterate through message and eradicate all spaces that don't belong.
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{
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c = w_chat[i];
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if (!c)
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break; // if there's nothing, it's safe to assume our message has ended, so let's not waste any more time here.
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break; // if there's nothing, it's safe to assume our message has ended, so let's not waste any more time here.
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if (c != ' ') // Isn't a space
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if (c != ' ') // Isn't a space
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{
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nothingbutspaces = false;
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}
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@ -943,8 +946,8 @@ static void HU_queueChatChar(char c)
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size_t ci = 2;
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INT32 target = 0;
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if (HU_clearChatSpaces()) // Avoids being able to send empty messages, or something.
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return; // If this returns true, that means our message was NOTHING but spaces, so don't send it period.
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if (HU_clearChatSpaces()) // Avoids being able to send empty messages, or something.
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return; // If this returns true, that means our message was NOTHING but spaces, so don't send it period.
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do {
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c = w_chat[-2+ci++];
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@ -953,7 +956,7 @@ static void HU_queueChatChar(char c)
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} while (c);
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for (;(i<HU_MAXMSGLEN);i++)
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w_chat[i] = 0; // reset this.
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w_chat[i] = 0; // reset this.
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c_input = 0;
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|
@ -964,9 +967,9 @@ static void HU_queueChatChar(char c)
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return;
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}
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if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
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if (strlen(msg) > 4 && strnicmp(msg, "/pm", 3) == 0) // used /pm
|
||||
{
|
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INT32 spc = 1; // used if nodenum[1] is a space.
|
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INT32 spc = 1; // used if nodenum[1] is a space.
|
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char *nodenum = (char*) malloc(3);
|
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const char *newmsg;
|
||||
|
||||
|
@ -1006,16 +1009,16 @@ static void HU_queueChatChar(char c)
|
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}
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}
|
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|
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target = atoi((const char*) nodenum); // turn that into a number
|
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target = atoi((const char*) nodenum); // turn that into a number
|
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free(nodenum);
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//CONS_Printf("%d\n", target);
|
||||
|
||||
// check for target player, if it doesn't exist then we can't send the message!
|
||||
if (playeringame[target]) // player exists
|
||||
target++; // even though playernums are from 0 to 31, target is 1 to 32, so up that by 1 to have it work!
|
||||
if (target < MAXPLAYERS && playeringame[target]) // player exists
|
||||
target++; // even though playernums are from 0 to 31, target is 1 to 32, so up that by 1 to have it work!
|
||||
else
|
||||
{
|
||||
HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same
|
||||
HU_AddChatText(va("\x82NOTICE: \x80Player %d does not exist.", target), false); // same
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1041,14 +1044,14 @@ void HU_clearChatChars(void)
|
|||
{
|
||||
size_t i = 0;
|
||||
for (;i<HU_MAXMSGLEN;i++)
|
||||
w_chat[i] = 0; // reset this.
|
||||
w_chat[i] = 0; // reset this.
|
||||
chat_on = false;
|
||||
c_input = 0;
|
||||
}
|
||||
|
||||
static boolean justscrolleddown;
|
||||
static boolean justscrolledup;
|
||||
static INT16 typelines = 1; // number of drawfill lines we need when drawing the chat. it's some weird hack and might be one frame off but I'm lazy to make another loop.
|
||||
static INT16 typelines = 1; // number of drawfill lines we need when drawing the chat. it's some weird hack and might be one frame off but I'm lazy to make another loop.
|
||||
// It's up here since it has to be reset when we open the chat.
|
||||
|
||||
|
||||
|
@ -1087,7 +1090,7 @@ boolean HU_Responder(event_t *ev)
|
|||
c = (INT32)ev->data1;
|
||||
|
||||
// capslock (now handled outside of chat on so that it works everytime......)
|
||||
if (c && c == KEY_CAPSLOCK) // it's a toggle.
|
||||
if (c && c == KEY_CAPSLOCK) // it's a toggle.
|
||||
{
|
||||
if (capslock)
|
||||
capslock = false;
|
||||
|
@ -1100,7 +1103,7 @@ boolean HU_Responder(event_t *ev)
|
|||
{
|
||||
// enter chat mode
|
||||
if ((ev->data1 == gamecontrol[gc_talkkey][0] || ev->data1 == gamecontrol[gc_talkkey][1])
|
||||
&& netgame && !OLD_MUTE) // check for old chat mute, still let the players open the chat incase they want to scroll otherwise.
|
||||
&& netgame && !OLD_MUTE) // check for old chat mute, still let the players open the chat incase they want to scroll otherwise.
|
||||
{
|
||||
chat_on = true;
|
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w_chat[0] = 0;
|
||||
|
@ -1114,7 +1117,7 @@ boolean HU_Responder(event_t *ev)
|
|||
{
|
||||
chat_on = true;
|
||||
w_chat[0] = 0;
|
||||
teamtalk = G_GametypeHasTeams(); // Don't teamtalk if we don't have teams.
|
||||
teamtalk = G_GametypeHasTeams(); // Don't teamtalk if we don't have teams.
|
||||
chat_scrollmedown = true;
|
||||
typelines = 1;
|
||||
return true;
|
||||
|
@ -1163,27 +1166,29 @@ boolean HU_Responder(event_t *ev)
|
|||
if (chatlen+pastelen > HU_MAXMSGLEN)
|
||||
return true; // we can't paste this!!
|
||||
|
||||
if (c_input >= strlen(w_chat)) // add it at the end of the string.
|
||||
if (c_input >= strlen(w_chat)) // add it at the end of the string.
|
||||
{
|
||||
memcpy(&w_chat[chatlen], paste, pastelen); // copy all of that.
|
||||
memcpy(&w_chat[chatlen], paste, pastelen); // copy all of that.
|
||||
c_input += pastelen;
|
||||
/*size_t i = 0;
|
||||
for (;i<pastelen;i++)
|
||||
{
|
||||
HU_queueChatChar(paste[i]); // queue it so that it's actually sent. (this chat write thing is REALLY messy.)
|
||||
HU_queueChatChar(paste[i]); // queue it so that it's actually sent. (this chat write thing is REALLY messy.)
|
||||
}*/
|
||||
return true;
|
||||
}
|
||||
else // otherwise, we need to shift everything and make space, etc etc
|
||||
{
|
||||
size_t i = HU_MAXMSGLEN-1;
|
||||
for (; i>=c_input;i--)
|
||||
while (i >= c_input)
|
||||
{
|
||||
if (w_chat[i])
|
||||
w_chat[i+pastelen] = w_chat[i];
|
||||
|
||||
if (i == 0) // prevent overflow
|
||||
break;
|
||||
i--;
|
||||
}
|
||||
memcpy(&w_chat[c_input], paste, pastelen); // copy all of that.
|
||||
memcpy(&w_chat[c_input], paste, pastelen); // copy all of that.
|
||||
c_input += pastelen;
|
||||
return true;
|
||||
}
|
||||
|
@ -1196,7 +1201,7 @@ boolean HU_Responder(event_t *ev)
|
|||
if (c == KEY_ENTER)
|
||||
{
|
||||
chat_on = false;
|
||||
c_input = 0; // reset input cursor
|
||||
c_input = 0; // reset input cursor
|
||||
chat_scrollmedown = true; // you hit enter, so you might wanna autoscroll to see what you just sent. :)
|
||||
}
|
||||
else if (c == KEY_ESCAPE
|
||||
|
@ -1205,9 +1210,9 @@ boolean HU_Responder(event_t *ev)
|
|||
&& c >= KEY_MOUSE1)) // If it's not a keyboard key, then the chat button is used as a toggle.
|
||||
{
|
||||
chat_on = false;
|
||||
c_input = 0; // reset input cursor
|
||||
c_input = 0; // reset input cursor
|
||||
}
|
||||
else if ((c == KEY_UPARROW || c == KEY_MOUSEWHEELUP) && chat_scroll > 0 && !OLDCHAT) // CHAT SCROLLING YAYS!
|
||||
else if ((c == KEY_UPARROW || c == KEY_MOUSEWHEELUP) && chat_scroll > 0 && !OLDCHAT) // CHAT SCROLLING YAYS!
|
||||
{
|
||||
chat_scroll--;
|
||||
justscrolledup = true;
|
||||
|
@ -1219,9 +1224,9 @@ boolean HU_Responder(event_t *ev)
|
|||
justscrolleddown = true;
|
||||
chat_scrolltime = 4;
|
||||
}
|
||||
else if (c == KEY_LEFTARROW && c_input != 0 && !OLDCHAT) // i said go back
|
||||
else if (c == KEY_LEFTARROW && c_input != 0 && !OLDCHAT) // i said go back
|
||||
c_input--;
|
||||
else if (c == KEY_RIGHTARROW && c_input < strlen(w_chat) && !OLDCHAT) // don't need to check for admin or w/e here since the chat won't ever contain anything if it's muted.
|
||||
else if (c == KEY_RIGHTARROW && c_input < strlen(w_chat) && !OLDCHAT) // don't need to check for admin or w/e here since the chat won't ever contain anything if it's muted.
|
||||
c_input++;
|
||||
return true;
|
||||
}
|
||||
|
@ -1290,7 +1295,7 @@ static char *CHAT_WordWrap(INT32 x, INT32 w, INT32 option, const char *string)
|
|||
|
||||
// 30/7/18: chaty is now the distance at which the lowest point of the chat will be drawn if that makes any sense.
|
||||
|
||||
INT16 chatx = 13, chaty = 169; // let's use this as our coordinates, shh
|
||||
INT16 chatx = 13, chaty = 169; // let's use this as our coordinates, shh
|
||||
|
||||
// chat stuff by VincyTM LOL XD!
|
||||
|
||||
|
@ -1303,14 +1308,14 @@ static void HU_drawMiniChat(void)
|
|||
INT32 boxw = cv_chatwidth.value;
|
||||
INT32 dx = 0, dy = 0;
|
||||
size_t i = chat_nummsg_min;
|
||||
boolean prev_linereturn = false; // a hack to prevent double \n while I have no idea why they happen in the first place.
|
||||
boolean prev_linereturn = false; // a hack to prevent double \n while I have no idea why they happen in the first place.
|
||||
|
||||
INT32 msglines = 0;
|
||||
// process all messages once without rendering anything or doing anything fancy so that we know how many lines each message has...
|
||||
INT32 y;
|
||||
|
||||
if (!chat_nummsg_min)
|
||||
return; // needless to say it's useless to do anything if we don't have anything to draw.
|
||||
return; // needless to say it's useless to do anything if we don't have anything to draw.
|
||||
|
||||
/*if (splitscreen > 1)
|
||||
boxw = max(64, boxw/2);*/
|
||||
|
@ -1321,11 +1326,11 @@ static void HU_drawMiniChat(void)
|
|||
size_t j = 0;
|
||||
INT32 linescount = 0;
|
||||
|
||||
while(msg[j]) // iterate through msg
|
||||
while(msg[j]) // iterate through msg
|
||||
{
|
||||
if (msg[j] < HU_FONTSTART) // don't draw
|
||||
if (msg[j] < HU_FONTSTART) // don't draw
|
||||
{
|
||||
if (msg[j] == '\n') // get back down.
|
||||
if (msg[j] == '\n') // get back down.
|
||||
{
|
||||
++j;
|
||||
if (!prev_linereturn)
|
||||
|
@ -1376,20 +1381,20 @@ static void HU_drawMiniChat(void)
|
|||
i = 0;
|
||||
prev_linereturn = false;
|
||||
|
||||
for (; i<=(chat_nummsg_min-1); i++) // iterate through our hot messages
|
||||
for (; i<=(chat_nummsg_min-1); i++) // iterate through our hot messages
|
||||
{
|
||||
INT32 clrflag = 0;
|
||||
INT32 timer = ((cv_chattime.value*TICRATE)-chat_timers[i]) - cv_chattime.value*TICRATE+9; // see below...
|
||||
INT32 transflag = (timer >= 0 && timer <= 9) ? (timer*V_10TRANS) : 0; // you can make bad jokes out of this one.
|
||||
INT32 timer = ((cv_chattime.value*TICRATE)-chat_timers[i]) - cv_chattime.value*TICRATE+9; // see below...
|
||||
INT32 transflag = (timer >= 0 && timer <= 9) ? (timer*V_10TRANS) : 0; // you can make bad jokes out of this one.
|
||||
size_t j = 0;
|
||||
const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_mini[i]); // get the current message, and word wrap it.
|
||||
const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_mini[i]); // get the current message, and word wrap it.
|
||||
UINT8 *colormap = NULL;
|
||||
|
||||
while(msg[j]) // iterate through msg
|
||||
while(msg[j]) // iterate through msg
|
||||
{
|
||||
if (msg[j] < HU_FONTSTART) // don't draw
|
||||
if (msg[j] < HU_FONTSTART) // don't draw
|
||||
{
|
||||
if (msg[j] == '\n') // get back down.
|
||||
if (msg[j] == '\n') // get back down.
|
||||
{
|
||||
++j;
|
||||
if (!prev_linereturn)
|
||||
|
@ -1412,7 +1417,7 @@ static void HU_drawMiniChat(void)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (cv_chatbacktint.value) // on request of wolfy
|
||||
if (cv_chatbacktint.value) // on request of wolfy
|
||||
V_DrawFillConsoleMap(x + dx + 2, y+dy, charwidth, charheight, 239|V_SNAPTOBOTTOM|V_SNAPTOLEFT);
|
||||
|
||||
V_DrawChatCharacter(x + dx + 2, y+dy, msg[j++] |V_SNAPTOBOTTOM|V_SNAPTOLEFT|transflag, !cv_allcaps.value, colormap);
|
||||
|
@ -1435,39 +1440,6 @@ static void HU_drawMiniChat(void)
|
|||
|
||||
}
|
||||
|
||||
|
||||
// HU_DrawUpArrow
|
||||
// You see, we don't have arrow graphics in 2.1 and I'm too lazy to include a 2 bytes file for it.
|
||||
|
||||
static void HU_DrawUpArrow(INT32 x, INT32 y, INT32 options)
|
||||
{
|
||||
// Ok I'm super lazy so let's make this as the worst draw function:
|
||||
V_DrawFill(x+2, y, 1, 1, 103|options);
|
||||
V_DrawFill(x+1, y+1, 3, 1, 103|options);
|
||||
V_DrawFill(x, y+2, 5, 1, 103|options); // that's the yellow part, I swear
|
||||
|
||||
V_DrawFill(x+3, y, 1, 1, 26|options);
|
||||
V_DrawFill(x+4, y+1, 1, 1, 26|options);
|
||||
V_DrawFill(x+5, y+2, 1, 1, 26|options);
|
||||
V_DrawFill(x, y+3, 6, 1, 26|options); // that's the black part. no racism intended. i swear.
|
||||
}
|
||||
|
||||
// HU_DrawDownArrow
|
||||
// Should we talk about anime waifus to pass the time? This feels retarded.
|
||||
|
||||
static void HU_DrawDownArrow(INT32 x, INT32 y, INT32 options)
|
||||
{
|
||||
// Ok I'm super lazy so let's make this as the worst draw function:
|
||||
V_DrawFill(x, y, 6, 1, 26|options);
|
||||
V_DrawFill(x, y+1, 5, 1, 26|options);
|
||||
V_DrawFill(x+1, y+2, 3, 1, 26|options);
|
||||
V_DrawFill(x+2, y+3, 1, 1, 26|options); // that's the black part. no racism intended. i swear.
|
||||
|
||||
V_DrawFill(x, y, 5, 1, 103|options);
|
||||
V_DrawFill(x+1, y+1, 3, 1, 103|options);
|
||||
V_DrawFill(x+2, y+2, 1, 1, 103|options); // that's the yellow part, I swear
|
||||
}
|
||||
|
||||
// HU_DrawChatLog
|
||||
|
||||
static void HU_drawChatLog(INT32 offset)
|
||||
|
@ -1483,44 +1455,44 @@ static void HU_drawChatLog(INT32 offset)
|
|||
if (chat_scroll > chat_maxscroll)
|
||||
chat_scroll = chat_maxscroll;
|
||||
|
||||
/*if (splitscreen)
|
||||
#ifdef NETSPLITSCREEN
|
||||
if (splitscreen)
|
||||
{
|
||||
boxh = max(6, boxh/2);
|
||||
if (splitscreen > 1)
|
||||
boxw = max(64, boxw/2);
|
||||
}*/
|
||||
|
||||
// Unused SRB2KART splitscreen stuff. I'll leave it here in case it ever happens in Vanilla?
|
||||
}
|
||||
#endif
|
||||
|
||||
y = chaty - offset*charheight - (chat_scroll*charheight) - boxh*charheight - 12;
|
||||
|
||||
/*if (splitscreen)
|
||||
#ifdef NETSPLITSCREEN
|
||||
if (splitscreen)
|
||||
{
|
||||
y -= BASEVIDHEIGHT/2;
|
||||
if (splitscreen > 1)
|
||||
y += 16;
|
||||
}*/
|
||||
}
|
||||
#endif
|
||||
y -= (G_RingSlingerGametype() ? 16 : 0);
|
||||
|
||||
// Unused SRB2KART splitscreen stuff. I'll leave it here in case it ever happens in Vanilla? (x2)
|
||||
|
||||
|
||||
chat_topy = y + chat_scroll*charheight;
|
||||
chat_bottomy = chat_topy + boxh*charheight;
|
||||
|
||||
V_DrawFillConsoleMap(chatx, chat_topy, boxw, boxh*charheight +2, 239|V_SNAPTOBOTTOM|V_SNAPTOLEFT); // log box
|
||||
V_DrawFillConsoleMap(chatx, chat_topy, boxw, boxh*charheight +2, 239|V_SNAPTOBOTTOM|V_SNAPTOLEFT); // log box
|
||||
|
||||
for (i=0; i<chat_nummsg_log; i++) // iterate through our chatlog
|
||||
for (i=0; i<chat_nummsg_log; i++) // iterate through our chatlog
|
||||
{
|
||||
INT32 clrflag = 0;
|
||||
INT32 j = 0;
|
||||
const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_log[i]); // get the current message, and word wrap it.
|
||||
const char *msg = CHAT_WordWrap(x+2, boxw-(charwidth*2), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, chat_log[i]); // get the current message, and word wrap it.
|
||||
UINT8 *colormap = NULL;
|
||||
while(msg[j]) // iterate through msg
|
||||
while(msg[j]) // iterate through msg
|
||||
{
|
||||
if (msg[j] < HU_FONTSTART) // don't draw
|
||||
if (msg[j] < HU_FONTSTART) // don't draw
|
||||
{
|
||||
if (msg[j] == '\n') // get back down.
|
||||
if (msg[j] == '\n') // get back down.
|
||||
{
|
||||
++j;
|
||||
dy += charheight;
|
||||
|
@ -1542,7 +1514,7 @@ static void HU_drawChatLog(INT32 offset)
|
|||
if ((y+dy+2 >= chat_topy) && (y+dy < (chat_bottomy)))
|
||||
V_DrawChatCharacter(x + dx + 2, y+dy+2, msg[j++] |V_SNAPTOBOTTOM|V_SNAPTOLEFT, !cv_allcaps.value, colormap);
|
||||
else
|
||||
j++; // don't forget to increment this or we'll get stuck in the limbo.
|
||||
j++; // don't forget to increment this or we'll get stuck in the limbo.
|
||||
}
|
||||
|
||||
dx += charwidth;
|
||||
|
@ -1557,14 +1529,14 @@ static void HU_drawChatLog(INT32 offset)
|
|||
}
|
||||
|
||||
|
||||
if (((chat_scroll >= chat_maxscroll) || (chat_scrollmedown)) && !(justscrolleddown || justscrolledup || chat_scrolltime)) // was already at the bottom of the page before new maxscroll calculation and was NOT scrolling.
|
||||
if (((chat_scroll >= chat_maxscroll) || (chat_scrollmedown)) && !(justscrolleddown || justscrolledup || chat_scrolltime)) // was already at the bottom of the page before new maxscroll calculation and was NOT scrolling.
|
||||
{
|
||||
atbottom = true; // we should scroll
|
||||
atbottom = true; // we should scroll
|
||||
}
|
||||
chat_scrollmedown = false;
|
||||
|
||||
// getmaxscroll through a lazy hack. We do all these loops, so let's not do more loops that are gonna lag the game more. :P
|
||||
chat_maxscroll = (dy/charheight); // welcome to C, we don't know what min() and max() are.
|
||||
chat_maxscroll = (dy/charheight); // welcome to C, we don't know what min() and max() are.
|
||||
if (chat_maxscroll <= (UINT32)cv_chatheight.value)
|
||||
chat_maxscroll = 0;
|
||||
else
|
||||
|
@ -1575,11 +1547,10 @@ static void HU_drawChatLog(INT32 offset)
|
|||
chat_scroll = chat_maxscroll;
|
||||
|
||||
// draw arrows to indicate that we can (or not) scroll.
|
||||
|
||||
if (chat_scroll > 0)
|
||||
HU_DrawUpArrow(chatx-8, ((justscrolledup) ? (chat_topy-1) : (chat_topy)), V_SNAPTOBOTTOM | V_SNAPTOLEFT);
|
||||
V_DrawThinString(chatx-8, ((justscrolledup) ? (chat_topy-1) : (chat_topy)), V_SNAPTOBOTTOM | V_SNAPTOLEFT | V_YELLOWMAP, "\x1A"); // up arrow
|
||||
if (chat_scroll < chat_maxscroll)
|
||||
HU_DrawDownArrow(chatx-8, chat_bottomy-((justscrolleddown) ? 3 : 4), V_SNAPTOBOTTOM | V_SNAPTOLEFT);
|
||||
V_DrawThinString(chatx-8, chat_bottomy-((justscrolleddown) ? 5 : 6), V_SNAPTOBOTTOM | V_SNAPTOLEFT | V_YELLOWMAP, "\x1B"); // down arrow
|
||||
|
||||
justscrolleddown = false;
|
||||
justscrolledup = false;
|
||||
|
@ -1596,13 +1567,14 @@ static void HU_DrawChat(void)
|
|||
INT32 charwidth = 4, charheight = 6;
|
||||
INT32 boxw = cv_chatwidth.value;
|
||||
INT32 t = 0, c = 0, y = chaty - (typelines*charheight);
|
||||
UINT32 i = 0, saylen = strlen(w_chat); // You learn new things everyday!
|
||||
UINT32 i = 0, saylen = strlen(w_chat); // You learn new things everyday!
|
||||
INT32 cflag = 0;
|
||||
const char *ntalk = "Say: ", *ttalk = "Team: ";
|
||||
const char *talk = ntalk;
|
||||
const char *mute = "Chat has been muted.";
|
||||
|
||||
/*if (splitscreen)
|
||||
#ifdef NETSPLITSCREEN
|
||||
if (splitscreen)
|
||||
{
|
||||
y -= BASEVIDHEIGHT/2;
|
||||
if (splitscreen > 1)
|
||||
|
@ -1610,11 +1582,10 @@ static void HU_DrawChat(void)
|
|||
y += 16;
|
||||
boxw = max(64, boxw/2);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
#endif
|
||||
y -= (G_RingSlingerGametype() ? 16 : 0);
|
||||
|
||||
// More unused SRB2KART stuff.
|
||||
|
||||
if (teamtalk)
|
||||
{
|
||||
talk = ttalk;
|
||||
|
@ -1630,7 +1601,7 @@ static void HU_DrawChat(void)
|
|||
{
|
||||
talk = mute;
|
||||
typelines = 1;
|
||||
cflag = V_GRAYMAP; // set text in gray if chat is muted.
|
||||
cflag = V_GRAYMAP; // set text in gray if chat is muted.
|
||||
}
|
||||
|
||||
V_DrawFillConsoleMap(chatx, y-1, boxw, (typelines*charheight), 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT);
|
||||
|
@ -1666,12 +1637,12 @@ static void HU_DrawChat(void)
|
|||
boolean skippedline = false;
|
||||
if (c_input == (i+1))
|
||||
{
|
||||
INT32 cursorx = (c+charwidth < boxw-charwidth) ? (chatx + 2 + c+charwidth) : (chatx+1); // we may have to go down.
|
||||
INT32 cursorx = (c+charwidth < boxw-charwidth) ? (chatx + 2 + c+charwidth) : (chatx+1); // we may have to go down.
|
||||
INT32 cursory = (cursorx != chatx+1) ? (y) : (y+charheight);
|
||||
if (hu_tick < 4)
|
||||
V_DrawChatCharacter(cursorx, cursory+1, '_' |V_SNAPTOBOTTOM|V_SNAPTOLEFT|t, !cv_allcaps.value, NULL);
|
||||
|
||||
if (cursorx == chatx+1 && saylen == i) // a weirdo hack
|
||||
if (cursorx == chatx+1 && saylen == i) // a weirdo hack
|
||||
{
|
||||
typelines += 1;
|
||||
skippedline = true;
|
||||
|
@ -1694,20 +1665,20 @@ static void HU_DrawChat(void)
|
|||
}
|
||||
|
||||
// handle /pm list. It's messy, horrible and I don't care.
|
||||
if (strnicmp(w_chat, "/pm", 3) == 0 && vid.width >= 400 && !teamtalk) // 320x200 unsupported kthxbai
|
||||
if (strnicmp(w_chat, "/pm", 3) == 0 && vid.width >= 400 && !teamtalk) // 320x200 unsupported kthxbai
|
||||
{
|
||||
INT32 count = 0;
|
||||
INT32 p_dispy = chaty - charheight -1;
|
||||
/*if (splitscreen)
|
||||
#ifdef NETSPLITSCREEN
|
||||
if (splitscreen)
|
||||
{
|
||||
p_dispy -= BASEVIDHEIGHT/2;
|
||||
if (splitscreen > 1)
|
||||
p_dispy += 16;
|
||||
}*/
|
||||
}
|
||||
#endif
|
||||
p_dispy -= (G_RingSlingerGametype() ? 16 : 0);
|
||||
|
||||
// more kart leftovers.
|
||||
|
||||
i = 0;
|
||||
for(i=0; (i<MAXPLAYERS); i++)
|
||||
{
|
||||
|
@ -1724,7 +1695,8 @@ static void HU_DrawChat(void)
|
|||
|
||||
nodenum = (char*) malloc(3);
|
||||
strncpy(nodenum, w_chat+3, 3);
|
||||
n = atoi((const char*) nodenum); // turn that into a number
|
||||
n = atoi((const char*) nodenum); // turn that into a number
|
||||
free(nodenum);
|
||||
// special cases:
|
||||
|
||||
if ((n == 0) && !(w_chat[4] == '0'))
|
||||
|
@ -1757,20 +1729,20 @@ static void HU_DrawChat(void)
|
|||
if (playeringame[i])
|
||||
{
|
||||
char name[MAXPLAYERNAME+1];
|
||||
strlcpy(name, player_names[i], 7); // shorten name to 7 characters.
|
||||
V_DrawFillConsoleMap(chatx+ boxw + 2, p_dispy- (6*count), 48, 6, 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT); // fill it like the chat so the text doesn't become hard to read because of the hud.
|
||||
strlcpy(name, player_names[i], 7); // shorten name to 7 characters.
|
||||
V_DrawFillConsoleMap(chatx+ boxw + 2, p_dispy- (6*count), 48, 6, 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT); // fill it like the chat so the text doesn't become hard to read because of the hud.
|
||||
V_DrawSmallString(chatx+ boxw + 4, p_dispy- (6*count), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, va("\x82%d\x80 - %s", i, name));
|
||||
count++;
|
||||
}
|
||||
}
|
||||
if (count == 0) // no results.
|
||||
if (count == 0) // no results.
|
||||
{
|
||||
V_DrawFillConsoleMap(chatx+boxw+2, p_dispy- (6*count), 48, 6, 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT); // fill it like the chat so the text doesn't become hard to read because of the hud.
|
||||
V_DrawFillConsoleMap(chatx+boxw+2, p_dispy- (6*count), 48, 6, 239 | V_SNAPTOBOTTOM | V_SNAPTOLEFT); // fill it like the chat so the text doesn't become hard to read because of the hud.
|
||||
V_DrawSmallString(chatx+boxw+4, p_dispy- (6*count), V_SNAPTOBOTTOM|V_SNAPTOLEFT|V_ALLOWLOWERCASE, "NO RESULT.");
|
||||
}
|
||||
}
|
||||
|
||||
HU_drawChatLog(typelines-1); // typelines is the # of lines we're typing. If there's more than 1 then the log should scroll up to give us more space.
|
||||
HU_drawChatLog(typelines-1); // typelines is the # of lines we're typing. If there's more than 1 then the log should scroll up to give us more space.
|
||||
|
||||
}
|
||||
|
||||
|
@ -1820,7 +1792,7 @@ static void HU_DrawChat_Old(void)
|
|||
|
||||
if (c_input == (i+1) && hu_tick < 4)
|
||||
{
|
||||
INT32 cursorx = (HU_INPUTX+c+charwidth < vid.width) ? (HU_INPUTX + c + charwidth) : (HU_INPUTX); // we may have to go down.
|
||||
INT32 cursorx = (HU_INPUTX+c+charwidth < vid.width) ? (HU_INPUTX + c + charwidth) : (HU_INPUTX); // we may have to go down.
|
||||
INT32 cursory = (cursorx != HU_INPUTX) ? (y) : (y+charheight);
|
||||
V_DrawCharacter(cursorx, cursory+2*con_scalefactor, '_' |cv_constextsize.value | V_NOSCALESTART|t, !cv_allcaps.value);
|
||||
}
|
||||
|
@ -2023,25 +1995,25 @@ void HU_Drawer(void)
|
|||
if (!OLDCHAT)
|
||||
HU_DrawChat();
|
||||
else
|
||||
HU_DrawChat_Old(); // why the fuck.........................
|
||||
HU_DrawChat_Old();
|
||||
}
|
||||
else
|
||||
{
|
||||
typelines = 1;
|
||||
chat_scrolltime = 0;
|
||||
if (!OLDCHAT && cv_consolechat.value < 2) // Don't display minimized chat if you set the mode to Window (Hidden)
|
||||
HU_drawMiniChat(); // draw messages in a cool fashion.
|
||||
if (!OLDCHAT && cv_consolechat.value < 2) // Don't display minimized chat if you set the mode to Window (Hidden)
|
||||
HU_drawMiniChat(); // draw messages in a cool fashion.
|
||||
}
|
||||
|
||||
if (netgame) // would handle that in hu_drawminichat, but it's actually kinda awkward when you're typing a lot of messages. (only handle that in netgames duh)
|
||||
if (netgame) // would handle that in hu_drawminichat, but it's actually kinda awkward when you're typing a lot of messages. (only handle that in netgames duh)
|
||||
{
|
||||
size_t i = 0;
|
||||
|
||||
// handle spam while we're at it:
|
||||
for(; (i<MAXPLAYERS); i++)
|
||||
{
|
||||
if (stop_spamming_you_cunt[i] > 0)
|
||||
stop_spamming_you_cunt[i]--;
|
||||
if (stop_spamming[i] > 0)
|
||||
stop_spamming[i]--;
|
||||
}
|
||||
|
||||
// handle chat timers
|
||||
|
@ -2150,7 +2122,7 @@ void HU_Erase(void)
|
|||
oldclearlines = con_clearlines;
|
||||
if (chat_on && OLDCHAT)
|
||||
if (bottomline < 8)
|
||||
bottomline = 8; // only do it for consolechat. consolechat is gay.
|
||||
bottomline = 8; // only do it for consolechat. consolechat is gay.
|
||||
|
||||
if (automapactive || viewwindowx == 0) // hud msgs don't need to be cleared
|
||||
return;
|
||||
|
@ -2191,8 +2163,8 @@ void HU_Erase(void)
|
|||
//
|
||||
void HU_drawPing(INT32 x, INT32 y, INT32 ping, boolean notext)
|
||||
{
|
||||
UINT8 numbars = 1; // how many ping bars do we draw?
|
||||
UINT8 barcolor = 128; // color we use for the bars (green, yellow or red)
|
||||
UINT8 numbars = 1; // how many ping bars do we draw?
|
||||
UINT8 barcolor = 128; // color we use for the bars (green, yellow or red)
|
||||
SINT8 i = 0;
|
||||
SINT8 yoffset = 6;
|
||||
INT32 dx = x+1 - (V_SmallStringWidth(va("%dms", ping), V_ALLOWLOWERCASE)/2);
|
||||
|
@ -2204,14 +2176,14 @@ void HU_drawPing(INT32 x, INT32 y, INT32 ping, boolean notext)
|
|||
}
|
||||
else if (ping < 256)
|
||||
{
|
||||
numbars = 2; // Apparently ternaries w/ multiple statements don't look good in C so I decided against it.
|
||||
numbars = 2; // Apparently ternaries w/ multiple statements don't look good in C so I decided against it.
|
||||
barcolor = 103;
|
||||
}
|
||||
|
||||
if (!notext || vid.width >= 640) // how sad, we're using a shit resolution.
|
||||
if (!notext || vid.width >= 640) // how sad, we're using a shit resolution.
|
||||
V_DrawSmallString(dx, y+4, V_ALLOWLOWERCASE, va("%dms", ping));
|
||||
|
||||
for (i=0; (i<3); i++) // Draw the ping bar
|
||||
for (i=0; (i<3); i++) // Draw the ping bar
|
||||
{
|
||||
V_DrawFill(x+2 *(i-1), y+yoffset-4, 2, 8-yoffset, 31);
|
||||
if (i < numbars)
|
||||
|
@ -2239,7 +2211,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
|
|||
if (players[tab[i].num].spectator)
|
||||
continue; //ignore them.
|
||||
|
||||
if (!splitscreen) // don't draw it on splitscreen,
|
||||
if (!splitscreen) // don't draw it on splitscreen,
|
||||
{
|
||||
if (!(tab[i].num == serverplayer))
|
||||
HU_drawPing(x+ 253, y+2, playerpingtable[tab[i].num], false);
|
||||
|
@ -2452,7 +2424,7 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
|
|||
if (redplayers++ > 8)
|
||||
{
|
||||
smol = true;
|
||||
break; // don't make more loops than we need to.
|
||||
break; // don't make more loops than we need to.
|
||||
}
|
||||
}
|
||||
else if (tab[i].color == skincolor_blueteam) //blue
|
||||
|
@ -2664,7 +2636,7 @@ static void HU_Draw32TabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scor
|
|||
continue; //ignore them.
|
||||
|
||||
strlcpy(name, tab[i].name, 7);
|
||||
if (!splitscreen) // don't draw it on splitscreen,
|
||||
if (!splitscreen) // don't draw it on splitscreen,
|
||||
{
|
||||
if (!(tab[i].num == serverplayer))
|
||||
HU_drawPing(x+ 135, y+3, playerpingtable[tab[i].num], true);
|
||||
|
|
|
@ -58,7 +58,11 @@ typedef struct
|
|||
//------------------------------------
|
||||
#define HU_MAXMSGLEN 224
|
||||
#define CHAT_BUFSIZE 64 // that's enough messages, right? We'll delete the older ones when that gets out of hand.
|
||||
#ifdef NETSPLITSCREEN
|
||||
#define OLDCHAT (cv_consolechat.value == 1 || dedicated || vid.width < 640)
|
||||
#else
|
||||
#define OLDCHAT (cv_consolechat.value == 1 || dedicated || vid.width < 640 || splitscreen)
|
||||
#endif
|
||||
#define CHAT_MUTE (cv_mute.value && !(server || IsPlayerAdmin(consoleplayer))) // this still allows to open the chat but not to type. That's used for scrolling and whatnot.
|
||||
#define OLD_MUTE (OLDCHAT && cv_mute.value && !(server || IsPlayerAdmin(consoleplayer))) // this is used to prevent oldchat from opening when muted.
|
||||
|
||||
|
|
Loading…
Reference in a new issue