- Fixed: The crosshair must be initialized after the texture manager because

on the fly texture creation for graphics patches is no longer supported.


SVN r1237 (trunk)
This commit is contained in:
Christoph Oelckers 2008-09-19 22:34:32 +00:00
parent b2b81fc8ad
commit d88e960bb9
4 changed files with 10 additions and 2 deletions

View file

@ -1,3 +1,8 @@
September 19, 2008 (Changes by Graf Zahl)
- Fixed: The crosshair must be initialized after the texture manager because
on the fly texture creation for graphics patches is no longer supported.
- Fixed a few Linux compile errors.
September 16, 2008 (Changes by Graf Zahl)
- Changed: Replaced weapons should not be given by generic cheats, only
when explicitly giving them.

View file

@ -2484,6 +2484,9 @@ void D_DoomMain (void)
Printf ("Texman.Init: Init texture manager.\n");
TexMan.Init();
// Now that all textues have been loaded the crosshair can be initialized.
crosshair.Callback ();
// [RH] Parse through all loaded mapinfo lumps
Printf ("G_ParseMapInfo: Load map definitions.\n");
G_ParseMapInfo ();

View file

@ -94,7 +94,7 @@ CUSTOM_CVAR (Bool, st_scale, true, CVAR_ARCHIVE)
}
}
CUSTOM_CVAR (Int, crosshair, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR (Int, crosshair, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
int num = self;
char name[16], size;

View file

@ -9,7 +9,7 @@
#include "v_video.h"
#include "v_pfx.h"
#include "stats.h"
#include "v_palette.h"
#include "sdlvideo.h"
#include <SDL.h>