alwaysdisplayinput shows the input display outside of Record Attack

This commit is contained in:
James R 2020-01-02 17:58:44 -08:00
parent c6aec51d99
commit 0bc9d82f10
3 changed files with 11 additions and 1 deletions

View file

@ -199,6 +199,7 @@ static CV_PossibleValue_t matchboxes_cons_t[] = {{0, "Normal"}, {1, "Mystery"},
static CV_PossibleValue_t chances_cons_t[] = {{0, "MIN"}, {9, "MAX"}, {0, NULL}};
static CV_PossibleValue_t pause_cons_t[] = {{0, "Server"}, {1, "All"}, {0, NULL}};
consvar_t cv_alwaysdisplayinput = {"alwaysdisplayinput", "No", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_showinputjoy = {"showinputjoy", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
#ifdef NETGAME_DEVMODE
@ -702,6 +703,7 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_timetic);
CV_RegisterVar(&cv_powerupdisplay);
CV_RegisterVar(&cv_itemfinder);
CV_RegisterVar(&cv_alwaysdisplayinput);
CV_RegisterVar(&cv_showinputjoy);
// time attack ghost options are also saved to config

View file

@ -586,6 +586,7 @@ extern boolean singletics;
extern consvar_t cv_timetic; // display high resolution timer
extern consvar_t cv_powerupdisplay; // display powerups
extern consvar_t cv_showinputjoy; // display joystick in time attack
extern consvar_t cv_alwaysdisplayinput;/* even outside of time attack! */
extern consvar_t cv_forceskin; // force clients to use the server's skin
extern consvar_t cv_downloading; // allow clients to downloading WADs.
extern ticcmd_t netcmds[BACKUPTICS][MAXPLAYERS];

View file

@ -980,6 +980,9 @@ static void ST_drawInput(void)
INT32 x = hudinfo[HUD_LIVES].x, y = hudinfo[HUD_LIVES].y;
if (! modeattacking)
x = 2 * x + 58;/* right side of lives count */
if (stplyr->powers[pw_carry] == CR_NIGHTSMODE)
y -= 16;
@ -2685,10 +2688,14 @@ static void ST_overlayDrawer(void)
else if (!(netgame || multiplayer) && cv_powerupdisplay.value == 2)
ST_drawPowerupHUD(); // same as it ever was...
#ifdef HAVE_BLUA
if (!(netgame || multiplayer) || !hu_showscores)
{
if (! modeattacking && cv_alwaysdisplayinput.value)
ST_drawInput();
#ifdef HAVE_BLUA
LUAh_GameHUD(stplyr);
#endif
}
// draw level title Tails
if (stagetitle && (!WipeInAction) && (!WipeStageTitle))