Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Sryder13 2014-04-19 17:18:14 +01:00
commit 8271b7feab
4 changed files with 33 additions and 9 deletions

View file

@ -158,10 +158,13 @@ void I_SetupMumble(void)
{ {
} }
void I_UpdateMumble(const MumblePos_t *MPos) #ifndef NOMUMBLE
void I_UpdateMumble(const mobj_t *mobj, const listener_t listener)
{ {
(void)MPos; (void)mobj;
(void)listener;
} }
#endif
void I_OutputMsg(const char *fmt, ...) void I_OutputMsg(const char *fmt, ...)
{ {

View file

@ -175,10 +175,13 @@ void I_SetupMumble(void)
{ {
} }
void I_UpdateMumble(const MumblePos_t *MPos) #ifndef NOMUMBLE
void I_UpdateMumble(const mobj_t *mobj, const listener_t listener)
{ {
(void)MPos; (void)mobj;
(void)listener;
} }
#endif
// //
// Allocates the base zone memory, // Allocates the base zone memory,

View file

@ -149,10 +149,13 @@ void I_SetupMumble(void)
{ {
} }
void I_UpdateMumble(const MumblePos_t *MPos) #ifndef NOMUMBLE
void I_UpdateMumble(const mobj_t *mobj, const listener_t listener)
{ {
(void)MPos; (void)mobj;
(void)listener;
} }
#endif
void I_OutputMsg(const char *error, ...) void I_OutputMsg(const char *error, ...)
{ {

View file

@ -8392,11 +8392,26 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
} }
// Make player translucent if camera is too close (only in single player). // Make player translucent if camera is too close (only in single player).
if (!(multiplayer || netgame) && !splitscreen if (!(multiplayer || netgame) && !splitscreen)
&& P_AproxDistance(thiscam->x - player->mo->x, thiscam->y - player->mo->y) < FixedMul(48*FRACUNIT, mo->scale)) {
fixed_t vx = 0, vy = 0;
if (player->awayviewtics) {
vx = player->awayviewmobj->x;
vy = player->awayviewmobj->y;
}
else
{
vx = thiscam->x;
vy = thiscam->y;
}
if (P_AproxDistance(vx - player->mo->x, vy - player->mo->y) < FixedMul(48*FRACUNIT, mo->scale))
player->mo->flags2 |= MF2_SHADOW; player->mo->flags2 |= MF2_SHADOW;
else else
player->mo->flags2 &= ~MF2_SHADOW; player->mo->flags2 &= ~MF2_SHADOW;
}
else
player->mo->flags2 &= ~MF2_SHADOW;
/* if (!resetcalled && (player->pflags & PF_NIGHTSMODE && player->exiting)) /* if (!resetcalled && (player->pflags & PF_NIGHTSMODE && player->exiting))
{ {