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- Fixed: player.damagescreencolor was not implemented for the GL renderer.
Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
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53 changed files with 1801 additions and 214 deletions
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@ -64,8 +64,8 @@ CVAR (Bool, wi_noautostartmap, false, CVAR_ARCHIVE)
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void WI_loadData ();
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void WI_unloadData ();
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#define NEXTSTAGE (gameinfo.gametype == GAME_Doom ? "weapons/rocklx" : "doors/dr1_clos")
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#define PASTSTATS (gameinfo.gametype == GAME_Doom ? "weapons/shotgr" : "plats/pt1_stop")
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#define NEXTSTAGE (gameinfo.gametype & GAME_DoomChex ? "weapons/rocklx" : "doors/dr1_clos")
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#define PASTSTATS (gameinfo.gametype & GAME_DoomChex ? "weapons/shotgr" : "plats/pt1_stop")
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// GLOBAL LOCATIONS
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#define WI_TITLEY 2
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@ -314,6 +314,7 @@ void WI_LoadBackground(bool isenterpic)
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lumpname = NULL;
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switch(gameinfo.gametype)
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{
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case GAME_Chex:
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case GAME_Doom:
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if (gamemode != commercial)
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{
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@ -688,14 +689,14 @@ static void WI_DrawCharPatch (FTexture *patch, int x, int y)
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{
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screen->DrawTexture (patch, x, y,
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DTA_Clean, true,
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DTA_ShadowAlpha, (gameinfo.gametype == GAME_Doom) ? 0 : FRACUNIT/2,
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DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : FRACUNIT/2,
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TAG_DONE);
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}
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else
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{
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screen->DrawTexture (patch, x, y,
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DTA_Clean, true,
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DTA_ShadowAlpha, (gameinfo.gametype == GAME_Doom) ? 0 : FRACUNIT/2,
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DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : FRACUNIT/2,
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DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED), // otherwise it doesn't look good in Strife!
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TAG_DONE);
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}
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@ -779,7 +780,7 @@ void WI_drawLF ()
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if (y < NG_STATSY - screen->Font->GetHeight()*3/4)
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{
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// don't draw 'finished' if the level name is too high!
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture(finished, 160 - finished->GetWidth()/2, y, DTA_Clean, true, TAG_DONE);
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}
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@ -809,7 +810,7 @@ void WI_drawEL ()
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// draw "entering"
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// be careful with the added height so that it works for oversized 'entering' patches!
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y * CleanYfac, DTA_CleanNoMove, true, TAG_DONE);
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y += entering->GetHeight() + screen->Font->GetHeight()/4;
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@ -1557,7 +1558,7 @@ void WI_drawNetgameStats ()
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WI_drawLF();
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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// draw stat titles (top line)
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screen->DrawTexture (kills, NG_STATSX+NG_SPACINGX-kills->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE);
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@ -1675,7 +1676,7 @@ void WI_updateStats ()
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{
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WI_updateAnimatedBack ();
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if ((gameinfo.gametype != GAME_Doom || acceleratestage)
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if ((!(gameinfo.gametype & GAME_DoomChex) || acceleratestage)
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&& sp_state != 10)
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{
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if (acceleratestage)
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@ -1694,7 +1695,7 @@ void WI_updateStats ()
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if (sp_state == 2)
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{
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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cnt_kills[0] += 2;
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@ -1710,7 +1711,7 @@ void WI_updateStats ()
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}
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else if (sp_state == 4)
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{
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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cnt_items[0] += 2;
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@ -1726,7 +1727,7 @@ void WI_updateStats ()
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}
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else if (sp_state == 6)
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{
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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cnt_secret[0] += 2;
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@ -1742,7 +1743,7 @@ void WI_updateStats ()
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}
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else if (sp_state == 8)
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{
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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if (!(bcnt&3))
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S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
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@ -1800,7 +1801,7 @@ void WI_drawStats (void)
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WI_drawLF();
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture (kills, SP_STATSX, SP_STATSY, DTA_Clean, true, TAG_DONE);
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WI_drawPercent (320 - SP_STATSX, SP_STATSY, cnt_kills[0], wbs->maxkills);
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@ -1956,7 +1957,7 @@ void WI_loadData(void)
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int i;
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char name[9];
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & GAME_DoomChex)
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{
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wiminus = TexMan["WIMINUS"]; // minus sign
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percent = TexMan["WIPCNT"]; // percent sign
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