- Fixed: Heretic's fullscreen HUD crashed when the player had armor without

a valid icon.


SVN r1436 (trunk)
This commit is contained in:
Christoph Oelckers 2009-02-21 23:17:37 +00:00
parent a3f33e735b
commit 317b8c1d7c
4 changed files with 13 additions and 9 deletions

View file

@ -1,4 +1,7 @@
February 21, 2009 (Changes by Graf Zahl) February 21, 2009 (Changes by Graf Zahl)
- Fixed: Heretic's fullscreen HUD crashed when the player had armor without
a valid icon.
- Fixed: The StrifePlayer was missing a RunHealth setting.
- Fixed: Untranslated colors in fonts had an alpha value of 0 but need 255. - Fixed: Untranslated colors in fonts had an alpha value of 0 but need 255.
- Fixed: The Doom status bar's ammo display may not use the INDEXFONT for - Fixed: The Doom status bar's ammo display may not use the INDEXFONT for
the alternative HUD. Instead it has to create a separate one out of the the alternative HUD. Instead it has to create a separate one out of the

View file

@ -549,11 +549,14 @@ private:
if (armor != NULL && armor->Amount != 0) if (armor != NULL && armor->Amount != 0)
{ {
pic = TexMan(armor->Icon); pic = TexMan(armor->Icon);
if (pic != NULL)
{
screen->DrawTexture (pic, 56, -24, screen->DrawTexture (pic, 56, -24,
DTA_HUDRules, HUD_Normal, DTA_HUDRules, HUD_Normal,
DTA_LeftOffset, pic->GetWidth()/2, DTA_LeftOffset, pic->GetWidth()/2,
DTA_TopOffset, pic->GetHeight(), DTA_TopOffset, pic->GetHeight(),
TAG_DONE); TAG_DONE);
}
DrBNumberOuter (armor->Amount, 5, -43); DrBNumberOuter (armor->Amount, 5, -43);
} }

View file

@ -922,6 +922,8 @@ void G_DoLoadLevel (int position, bool autosave)
} }
P_SetupLevel (level.mapname, position); P_SetupLevel (level.mapname, position);
P_CompleteWeaponSetup(consoleplayer, players[consoleplayer].mo->GetClass());
AM_LevelInit(); AM_LevelInit();
// [RH] Start lightning, if MAPINFO tells us to // [RH] Start lightning, if MAPINFO tells us to

View file

@ -3769,10 +3769,6 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true); FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true);
} }
} }
if (playernum == consoleplayer)
{
P_CompleteWeaponSetup(consoleplayer, mobj->GetClass());
}
return mobj; return mobj;
} }