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- Fixed: G_QueueBody() should only change the translation to one of its
private slots if the one currently used is a player range. - Fixed: Changing the fraglimit during the middle of a game would not trigger a level change if somebody was already over the new limit. SVN r599 (trunk)
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5 changed files with 35 additions and 6 deletions
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@ -1,4 +1,8 @@
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December 14, 2007
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- Fixed: G_QueueBody() should only change the translation to one of its
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private slots if the one currently used is a player range.
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- Fixed: Changing the fraglimit during the middle of a game would not trigger
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a level change if somebody was already over the new limit.
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- Added "\c" support to ParseCommandLine() when it parses quoted strings.
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- Fixed: When changing your name from the menu, you got an extra " appended
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to your name if it ended with a backslash.
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@ -150,7 +150,24 @@ extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CVAR (Int, fraglimit, 0, CVAR_SERVERINFO);
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CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO)
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{
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// Check for the fraglimit being hit because the fraglimit is being
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// lowered below somebody's current frag count.
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if (deathmatch && self > 0)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && self <= D_GetFragCount(&players[i]))
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{
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Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
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G_ExitLevel (0, false);
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break;
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}
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}
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}
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}
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CVAR (Float, timelimit, 0.f, CVAR_SERVERINFO);
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CVAR (Bool, queryiwad, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (String, defaultiwad, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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@ -1394,10 +1394,14 @@ static void G_QueueBody (AActor *body)
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}
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bodyque[modslot] = body;
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// Copy the player's translation in case they respawn as something that uses
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// a different translation range.
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R_CopyTranslation (TRANSLATION(TRANSLATION_PlayerCorpses,modslot), body->Translation);
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body->Translation = TRANSLATION(TRANSLATION_PlayerCorpses,modslot);
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// Copy the player's translation, so that if they change their color later, only
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// their current body will change and not all their old corpses.
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if (GetTranslationType(body->Translation) == TRANSLATION_Players ||
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GetTranslationType(body->Translation) == TRANSLATION_PlayersExtra)
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{
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R_CopyTranslation (TRANSLATION(TRANSLATION_PlayerCorpses,modslot), body->Translation);
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body->Translation = TRANSLATION(TRANSLATION_PlayerCorpses,modslot);
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}
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bodyqueslot++;
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}
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@ -532,7 +532,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
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// [RH] Implement fraglimit
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if (deathmatch && fraglimit &&
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fraglimit == D_GetFragCount (source->player))
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fraglimit <= D_GetFragCount (source->player))
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{
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Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
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G_ExitLevel (0, false);
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@ -223,6 +223,10 @@ inline WORD TRANSLATION(BYTE a, BYTE b)
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{
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return (a<<8) | b;
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}
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inline int GetTranslationType(WORD trans)
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{
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return trans >> 8;
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}
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const int MAX_ACS_TRANSLATIONS = 255;
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const int MAX_DECORATE_TRANSLATIONS = 255;
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