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- 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)
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4 changed files with 10 additions and 2 deletions
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@ -1,3 +1,8 @@
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September 19, 2008 (Changes by Graf Zahl)
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- Fixed: The crosshair must be initialized after the texture manager because
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on the fly texture creation for graphics patches is no longer supported.
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- Fixed a few Linux compile errors.
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September 16, 2008 (Changes by Graf Zahl)
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- Changed: Replaced weapons should not be given by generic cheats, only
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when explicitly giving them.
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@ -2484,6 +2484,9 @@ void D_DoomMain (void)
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Printf ("Texman.Init: Init texture manager.\n");
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TexMan.Init();
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// Now that all textues have been loaded the crosshair can be initialized.
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crosshair.Callback ();
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// [RH] Parse through all loaded mapinfo lumps
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Printf ("G_ParseMapInfo: Load map definitions.\n");
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G_ParseMapInfo ();
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@ -94,7 +94,7 @@ CUSTOM_CVAR (Bool, st_scale, true, CVAR_ARCHIVE)
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}
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}
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CUSTOM_CVAR (Int, crosshair, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR (Int, crosshair, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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int num = self;
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char name[16], size;
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@ -9,7 +9,7 @@
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#include "v_video.h"
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#include "v_pfx.h"
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#include "stats.h"
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#include "v_palette.h"
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#include "sdlvideo.h"
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#include <SDL.h>
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