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* Updated to ZDoom r3835:
- Added actors' BounceSound, WallBounceSound, and CrushPainSound to preloading. - Moved marking of actor sounds for precaching into a virtual Actor function. - Added PrecacheSounds mapinfo option. This takes a list of sounds to preload when the level is loaded. - Added PLAYERINFO_FOV and PLAYERINFO_DESIREDFOV for use with GetPlayerInfo. - Exported the scoreboard text to LANGUAGE. - Ignore the Skulltag-based SERVERSIDEONLY flag in actor definitions. - Added noclip2 cheat. This is similar to noclip, except it also adds nogravity and the ability to fly through 3D floors. - Fixed: screenshot_dir overrided -shotdir. - Fixed: Crash when trying to swap fragglescript special when specials 272 and 270 aren't in the translation array. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1445 b0f79afe-0144-0410-b225-9a4edf0717df
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17 changed files with 120 additions and 35 deletions
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@ -1595,7 +1595,7 @@ void WI_drawNetgameStats ()
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int bonus_len, secret_len;
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int missed_kills, missed_items, missed_secrets;
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EColorRange color;
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const char *bonus_label;
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const char *text_bonus, *text_color, *text_secret, *text_kills;
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// draw animated background
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WI_drawBackground();
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@ -1608,12 +1608,16 @@ void WI_drawNetgameStats ()
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ypadding = (lineheight - height + 1) / 2;
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y += 16*CleanYfac;
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bonus_label = (gameinfo.gametype & GAME_Raven) ? "BONUS" : "ITEMS";
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icon_x = (SmallFont->StringWidth("COLOR") + 8) * CleanXfac;
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text_bonus = GStrings((gameinfo.gametype & GAME_Raven) ? "SCORE_BONUS" : "SCORE_ITEMS");
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text_color = GStrings("SCORE_COLOR");
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text_secret = GStrings("SCORE_SECRET");
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text_kills = GStrings("SCORE_KILLS");
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icon_x = (SmallFont->StringWidth(text_color) + 8) * CleanXfac;
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name_x = icon_x + maxscorewidth * CleanXfac;
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kills_x = name_x + (maxnamewidth + SmallFont->StringWidth("XXXXX") + 8) * CleanXfac;
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bonus_x = kills_x + ((bonus_len = SmallFont->StringWidth(bonus_label)) + 8) * CleanXfac;
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secret_x = bonus_x + ((secret_len = SmallFont->StringWidth("SECRET")) + 8) * CleanXfac;
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kills_x = name_x + (maxnamewidth + MAX(SmallFont->StringWidth("XXXXX"), SmallFont->StringWidth(text_kills)) + 8) * CleanXfac;
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bonus_x = kills_x + ((bonus_len = SmallFont->StringWidth(text_bonus)) + 8) * CleanXfac;
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secret_x = bonus_x + ((secret_len = SmallFont->StringWidth(text_secret)) + 8) * CleanXfac;
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x = (SCREENWIDTH - secret_x) >> 1;
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icon_x += x;
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@ -1624,11 +1628,11 @@ void WI_drawNetgameStats ()
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color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
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screen->DrawText(SmallFont, color, x, y, "COLOR", DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, name_x, y, "NAME", DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, kills_x - SmallFont->StringWidth("KILLS")*CleanXfac, y, "KILLS", DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, bonus_x - bonus_len*CleanXfac, y, bonus_label, DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, secret_x - secret_len*CleanXfac, y, "SECRET", DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, x, y, text_color, DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_NAME"), DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, kills_x - SmallFont->StringWidth(text_kills)*CleanXfac, y, text_kills, DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, bonus_x - bonus_len*CleanXfac, y, text_bonus, DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, secret_x - secret_len*CleanXfac, y, text_secret, DTA_CleanNoMove, true, TAG_DONE);
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y += height + 6 * CleanYfac;
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missed_kills = wbs->maxkills;
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@ -1669,7 +1673,7 @@ void WI_drawNetgameStats ()
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// Draw "MISSED" line
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y += 5 * CleanYfac;
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screen->DrawText(SmallFont, CR_DARKGRAY, name_x, y, "MISSED", DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, CR_DARKGRAY, name_x, y, GStrings("SCORE_MISSED"), DTA_CleanNoMove, true, TAG_DONE);
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WI_drawPercent(SmallFont, kills_x, y, missed_kills, wbs->maxkills, false, CR_DARKGRAY);
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if (ng_state >= 4)
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{
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@ -1683,7 +1687,7 @@ void WI_drawNetgameStats ()
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// Draw "TOTAL" line
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y += height + 5 * CleanYfac;
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color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
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screen->DrawText(SmallFont, color, name_x, y, "TOTAL", DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_TOTAL"), DTA_CleanNoMove, true, TAG_DONE);
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WI_drawNum(SmallFont, kills_x, y, wbs->maxkills, 0, false, color);
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if (ng_state >= 4)
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{
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