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- 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)
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7 changed files with 45 additions and 22 deletions
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@ -1,4 +1,9 @@
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January 10, 2008
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- Fixed: Weapon positions were only adjusted in 1280x1024 if the status
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bar was hidden.
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- Fixed: If you died in co-op and somebody else ended the map before you
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respawned, you would start the next map with only default inventory, no
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matter what dmflags was set to.
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- Applied Karate Chris's TEAMINFO logo patch.
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January 10, 2008 (Changes by Graf Zahl)
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@ -10,8 +15,8 @@ January 10, 2008 (Changes by Graf Zahl)
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January 9, 2008
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- Added Blzut3's SBARINFO update #6:
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* Fixed: A tutti-frutti like effect would occur if transparent images were used
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in bars.
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* Fixed: A tutti-frutti like effect would occur if transparent images were
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used in bars.
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* Fixed: drawswitchableimage didn't count having 0 of an item as not having
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the said item.
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* Added alwaysshowcounter flag to both drawinventorybar and
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@ -89,8 +89,6 @@ enum
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static bool waitingforspawn[MAXPLAYERS];
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void G_DoReborn (int playernum, bool freshbot);
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DCajunMaster::~DCajunMaster()
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{
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ForgetBots();
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@ -89,8 +89,6 @@ void G_ReadDemoTiccmd (ticcmd_t *cmd, int player);
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void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf);
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void G_PlayerReborn (int player);
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void G_DoReborn (int playernum, bool freshbot);
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void G_DoNewGame (void);
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void G_DoLoadGame (void);
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void G_DoPlayDemo (void);
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@ -74,6 +74,8 @@ enum EFinishLevelType
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void G_PlayerFinishLevel (int player, EFinishLevelType mode, bool resetinventory);
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void G_DoReborn (int playernum, bool freshbot);
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// Adds pitch to consoleplayer's viewpitch and clamps it
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void G_AddViewPitch (int look);
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@ -1731,10 +1731,30 @@ void G_ChangeLevel(const char * levelname, int position, bool keepFacing, int ne
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D_DrawIcon = "TELEICON";
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}
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// un-crouch all players here
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for(int i=0;i<MAXPLAYERS;i++)
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for(int i = 0; i < MAXPLAYERS; i++)
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{
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players[i].Uncrouch();
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if (playeringame[i])
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{
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player_t *player = &players[i];
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// Un-crouch all players here.
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player->Uncrouch();
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// If this is co-op, respawn any dead players now so they can
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// keep their inventory on the next map.
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if (multiplayer && !deathmatch && player->playerstate == PST_DEAD)
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{
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// Copied from the end of P_DeathThink [[
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player->cls = NULL; // Force a new class if the player is using a random class
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player->playerstate = PST_REBORN;
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if (player->mo->special1 > 2)
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{
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player->mo->special1 = 0;
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}
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// ]]
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G_DoReborn(i, false);
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}
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}
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}
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}
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@ -9,7 +9,7 @@
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#include "m_random.h"
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#include "a_sharedglobal.h"
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#define MORPHTICS (40*TICRATE)
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#define MORPHTICS (4*TICRATE)
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static FRandom pr_morphmonst ("MorphMonster");
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@ -1545,9 +1545,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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{
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weapon = camera->player->ReadyWeapon;
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}
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if (pspnum <= ps_flash)
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{
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if (weapon != NULL && weapon->YAdjust != 0)
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if (pspnum <= ps_flash && weapon != NULL && weapon->YAdjust != 0)
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{
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if (RenderTarget != screen || realviewheight == RenderTarget->GetHeight())
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{
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@ -1559,8 +1557,10 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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weapon->YAdjust);
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}
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}
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vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
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}
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if (pspnum <= ps_flash)
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{ // Move the weapon down for 1280x1024.
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vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
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}
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vis->x1 = x1 < 0 ? 0 : x1;
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vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
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