- Fixed: Weapon positions were only adjusted in 1280x1024 if the status

bar was hidden.
- Fixed: If you died in co-op and somebody else ended the map before you
  respawned, you would start the next map with only default inventory, no
  matter what dmflags was set to.


SVN r691 (trunk)
This commit is contained in:
Randy Heit 2008-01-11 01:43:37 +00:00
parent 756be2755a
commit a9dc8ddce3
7 changed files with 45 additions and 22 deletions

View file

@ -1,4 +1,9 @@
January 10, 2008
- Fixed: Weapon positions were only adjusted in 1280x1024 if the status
bar was hidden.
- Fixed: If you died in co-op and somebody else ended the map before you
respawned, you would start the next map with only default inventory, no
matter what dmflags was set to.
- Applied Karate Chris's TEAMINFO logo patch.
January 10, 2008 (Changes by Graf Zahl)
@ -10,8 +15,8 @@ January 10, 2008 (Changes by Graf Zahl)
January 9, 2008
- Added Blzut3's SBARINFO update #6:
* Fixed: A tutti-frutti like effect would occur if transparent images were used
in bars.
* Fixed: A tutti-frutti like effect would occur if transparent images were
used in bars.
* Fixed: drawswitchableimage didn't count having 0 of an item as not having
the said item.
* Added alwaysshowcounter flag to both drawinventorybar and

View file

@ -89,8 +89,6 @@ enum
static bool waitingforspawn[MAXPLAYERS];
void G_DoReborn (int playernum, bool freshbot);
DCajunMaster::~DCajunMaster()
{
ForgetBots();

View file

@ -89,8 +89,6 @@ void G_ReadDemoTiccmd (ticcmd_t *cmd, int player);
void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf);
void G_PlayerReborn (int player);
void G_DoReborn (int playernum, bool freshbot);
void G_DoNewGame (void);
void G_DoLoadGame (void);
void G_DoPlayDemo (void);

View file

@ -74,6 +74,8 @@ enum EFinishLevelType
void G_PlayerFinishLevel (int player, EFinishLevelType mode, bool resetinventory);
void G_DoReborn (int playernum, bool freshbot);
// Adds pitch to consoleplayer's viewpitch and clamps it
void G_AddViewPitch (int look);

View file

@ -1731,10 +1731,30 @@ void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int ne
D_DrawIcon = "TELEICON";
}
// un-crouch all players here
for(int i=0;i<MAXPLAYERS;i++)
for(int i = 0; i < MAXPLAYERS; i++)
{
players[i].Uncrouch();
if (playeringame[i])
{
player_t *player = &players[i];
// Un-crouch all players here.
player->Uncrouch();
// If this is co-op, respawn any dead players now so they can
// keep their inventory on the next map.
if (multiplayer && !deathmatch && player->playerstate == PST_DEAD)
{
// Copied from the end of P_DeathThink [[
player->cls = NULL; // Force a new class if the player is using a random class
player->playerstate = PST_REBORN;
if (player->mo->special1 > 2)
{
player->mo->special1 = 0;
}
// ]]
G_DoReborn(i, false);
}
}
}
}

View file

@ -9,7 +9,7 @@
#include "m_random.h"
#include "a_sharedglobal.h"
#define MORPHTICS (40*TICRATE)
#define MORPHTICS (4*TICRATE)
static FRandom pr_morphmonst ("MorphMonster");

View file

@ -1545,23 +1545,23 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
{
weapon = camera->player->ReadyWeapon;
}
if (pspnum <= ps_flash)
if (pspnum <= ps_flash && weapon != NULL && weapon->YAdjust != 0)
{
if (weapon != NULL && weapon->YAdjust != 0)
if (RenderTarget != screen || realviewheight == RenderTarget->GetHeight())
{
if (RenderTarget != screen || realviewheight == RenderTarget->GetHeight())
{
vis->texturemid -= weapon->YAdjust;
}
else
{
vis->texturemid -= FixedMul (StatusBar->GetDisplacement (),
weapon->YAdjust);
}
vis->texturemid -= weapon->YAdjust;
}
else
{
vis->texturemid -= FixedMul (StatusBar->GetDisplacement (),
weapon->YAdjust);
}
vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
}
}
if (pspnum <= ps_flash)
{ // Move the weapon down for 1280x1024.
vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
}
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
vis->xscale = DivScale16(pspritexscale, tex->xScale);