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SpaceWarp HUD rendering better
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parent
81dbbe7fd0
commit
01d0500be2
2 changed files with 3 additions and 9 deletions
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@ -767,11 +767,7 @@ static float CG_DrawFPS( float y ) {
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}
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fps = 1000 * FPS_FRAMES / total;
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if ((int)trap_Cvar_VariableValue( "vr_spaceWarp" )) {
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s = va( "%ifps", fps + fps );
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} else {
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s = va( "%ifps", fps );
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}
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s = va( "%ifps", fps );
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w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
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CG_DrawBigString( 635 - w, y + 2, s, 1.0F);
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@ -2959,7 +2955,7 @@ void CG_DrawActive( void ) {
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//Now draw the screen 2D stuff
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CG_DrawScreen2D();
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if (!vr->weapon_zoomed && !vr->drawingMotionVector)
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if (!vr->weapon_zoomed)
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{
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cg.drawingHUD = qtrue;
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@ -2972,6 +2968,7 @@ void CG_DrawActive( void ) {
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trap_R_HUDBufferEnd();
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cg.drawingHUD = qfalse;
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vr->drawingMotionVector = qfalse;
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}
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}
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@ -566,9 +566,6 @@ Draws the last few lines of output transparently over the game top
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*/
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void Con_DrawNotify (void)
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{
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if (vr.drawingMotionVector)
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return;
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int x, v;
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short *text;
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int i;
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