- removed OSD_StripColors.

This was handling color control sequences in EDuke32 format which are totally irrelevant for Raze.
This commit is contained in:
Christoph Oelckers 2022-10-12 22:08:10 +02:00
parent e26d6aec14
commit dc1c6976e2

View file

@ -268,47 +268,10 @@ CVARD(Bool, r_precache, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable th
CVARD(Bool, r_voxels, true, CVAR_ARCHIVE, "enable/disable automatic sprite->voxel rendering")
// color code format is as follows:
// ^## sets a color, where ## is the palette number
// ^S# sets a shade, range is 0-7 equiv to shades 0-14
// ^O resets formatting to defaults
static const char* OSD_StripColors(char* outBuf, const char* inBuf)
{
const char* ptr = outBuf;
while (*inBuf)
{
if (*inBuf == '^')
{
if (isdigit(*(inBuf + 1)))
{
inBuf += 2 + !!isdigit(*(inBuf + 2));
continue;
}
else if ((toupper(*(inBuf + 1)) == 'O'))
{
inBuf += 2;
continue;
}
else if ((toupper(*(inBuf + 1)) == 'S') && isdigit(*(inBuf + 2)))
{
inBuf += 3;
continue;
}
}
*(outBuf++) = *(inBuf++);
}
*outBuf = '\0';
return ptr;
}
CVAR(Bool, adult_lockout, false, CVAR_ARCHIVE)
CUSTOM_CVAR(String, playername, "Player", CVAR_ARCHIVE | CVAR_USERINFO)
{
TArray<char> buffer(strlen(self)+1, 1);
OSD_StripColors(buffer.Data(), self);
if (buffer.Size() < strlen(self))
{
self = buffer.Data();