From 01d0500be26aca3895140ff48560746b1955a935 Mon Sep 17 00:00:00 2001 From: Lubos Date: Thu, 16 Jun 2022 14:59:36 +0200 Subject: [PATCH] SpaceWarp HUD rendering better --- android/app/src/main/cpp/code/cgame/cg_draw.c | 9 +++------ android/app/src/main/cpp/code/client/cl_console.c | 3 --- 2 files changed, 3 insertions(+), 9 deletions(-) diff --git a/android/app/src/main/cpp/code/cgame/cg_draw.c b/android/app/src/main/cpp/code/cgame/cg_draw.c index 56be27bd..067d3e44 100644 --- a/android/app/src/main/cpp/code/cgame/cg_draw.c +++ b/android/app/src/main/cpp/code/cgame/cg_draw.c @@ -767,11 +767,7 @@ static float CG_DrawFPS( float y ) { } fps = 1000 * FPS_FRAMES / total; - if ((int)trap_Cvar_VariableValue( "vr_spaceWarp" )) { - s = va( "%ifps", fps + fps ); - } else { - s = va( "%ifps", fps ); - } + s = va( "%ifps", fps ); w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; CG_DrawBigString( 635 - w, y + 2, s, 1.0F); @@ -2959,7 +2955,7 @@ void CG_DrawActive( void ) { //Now draw the screen 2D stuff CG_DrawScreen2D(); - if (!vr->weapon_zoomed && !vr->drawingMotionVector) + if (!vr->weapon_zoomed) { cg.drawingHUD = qtrue; @@ -2972,6 +2968,7 @@ void CG_DrawActive( void ) { trap_R_HUDBufferEnd(); cg.drawingHUD = qfalse; + vr->drawingMotionVector = qfalse; } } diff --git a/android/app/src/main/cpp/code/client/cl_console.c b/android/app/src/main/cpp/code/client/cl_console.c index 7d992b2e..574b9d9b 100644 --- a/android/app/src/main/cpp/code/client/cl_console.c +++ b/android/app/src/main/cpp/code/client/cl_console.c @@ -566,9 +566,6 @@ Draws the last few lines of output transparently over the game top */ void Con_DrawNotify (void) { - if (vr.drawingMotionVector) - return; - int x, v; short *text; int i;