- 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
  STYSNUM characters.


SVN r1432 (trunk)
This commit is contained in:
Christoph Oelckers 2009-02-21 11:08:14 +00:00
parent 5bd3d0d37d
commit a09e15fa09
3 changed files with 26 additions and 8 deletions

View File

@ -1,4 +1,7 @@
February 21, 2009 (Changes by Graf Zahl)
- 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
STYSNUM characters.
- Fixed: skins can not be sorted for binary search because the player class
code depends on the original indices.
- Fixed: P_StartConversation set the global dialog node variable for all

View File

@ -46,6 +46,21 @@ INDEXFONT_RAVEN
9 SMALLIN9
}
INDEXFONT_DOOM
{
0 STYSNUM0
1 STYSNUM1
2 STYSNUM2
3 STYSNUM3
4 STYSNUM4
5 STYSNUM5
6 STYSNUM6
7 STYSNUM7
8 STYSNUM8
9 STYSNUM9
}
// Doom and Chex intermissions use special text glyphs. The Raven and Strife
// games just use the standard big font.

View File

@ -81,15 +81,15 @@ statusbar normal // Standard Doom Status bar
drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 239, 181;
drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 239, 191;
drawnumber 3, INDEXFONT, gold, ammo Clip, 288, 173;
drawnumber 3, INDEXFONT, gold, ammo Shell, 288, 179;
drawnumber 3, INDEXFONT, gold, ammo RocketAmmo, 288, 185;
drawnumber 3, INDEXFONT, gold, ammo Cell, 288, 191;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo Clip, 288, 173;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo Shell, 288, 179;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo RocketAmmo, 288, 185;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo Cell, 288, 191;
drawnumber 3, INDEXFONT, gold, ammocapacity Clip, 314, 173;
drawnumber 3, INDEXFONT, gold, ammocapacity Shell, 314, 179;
drawnumber 3, INDEXFONT, gold, ammocapacity RocketAmmo, 314, 185;
drawnumber 3, INDEXFONT, gold, ammocapacity Cell, 314, 191;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Clip, 314, 173;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Shell, 314, 179;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity RocketAmmo, 314, 185;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Cell, 314, 191;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, untranslated, frags, 138, 171;