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Update to ZDoom r2047:
- Fixed: Decals could spread to walls which had a decal-less texture or were flagged not to have decals. - Fixed: DBaseDecal/DImpactDecal::CloneSelf never checked the return value from their StickToWall call and left unplaced decals behind if that happened. - Reintroduced Doom.exe's player_t::usedown variable so that respawning a player does not immediately activate switches. oldbuttons was not usable for this. This also required that CopyPlayer preserves this info. - Fixed: When restarting the music there was a NULL pointer check missing so it crashed when the game was started wi - Fixed: If the Use key is used to respawn the player it must be cleared so that it doesn't trigger any subsequent actions after respawning. - Fixed: Resurrecting a monster did not restore flags5 and flags6. - Fixed: Projectiles which killed a non-monster were unable to determine what precisely they hit because MF_CORPSE is only valid for monsters. A new flag, MF6_KILLED that gets set for all objects that die, was added for this case. - Added a generic A_Weave function that exposes all possible options of A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are no longer needed from DECORATE and therefore deprecated. - The options menu no longer scales up so quickly, so it can fit wider text onscreen. In addition, it now uses the whole height available to it. Also, at lower resolutions, items on the compatibility options menu now cut off the beginning of the option label rather than the option setting, making this menu useable where previously it was not. - Added a channel parameter to the sector overload of SN_StopSequence() so it can be properly paired with calls to SN_StartSequence(). - Fixed: P_CheckPlayerSprites() ignored the MF4_NOSKIN flag. It now also sets the X scale, so switching skins while morphed does not produce weird stretching upon unmorphing. - Fixed: Calling S_ChangeMusic() with the same song but a different looping flag now restarts the song so that the new looping setting can be applied. (This was easier than modifying every music handler to support modifying loop changes on the fly, which seems like overkill.) - Fixed: savepatchsize was declared incorrectly in d_dehacked.cpp:DoInclude(). - Changed AFastProjectile::Effect() so that it sets the spawned trail to face same direction as the projectile. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@672 b0f79afe-0144-0410-b225-9a4edf0717df
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35 changed files with 437 additions and 177 deletions
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@ -2120,6 +2120,26 @@ static void M_PlayerSetupTicker (void)
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}
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}
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static void M_DrawPlayerSlider (int x, int y, int cur)
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{
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const int range = 255;
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x = (x - 160) * CleanXfac + screen->GetWidth() / 2;
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y = (y - 100) * CleanYfac + screen->GetHeight() / 2;
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screen->DrawText (ConFont, CR_WHITE, x, y,
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"\x10\x11\x11\x11\x11\x11\x11\x11\x11\x11\x11\x12",
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DTA_CellX, 8 * CleanXfac,
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DTA_CellY, 8 * CleanYfac,
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TAG_DONE);
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screen->DrawText (ConFont, CR_ORANGE, x + (5 + (int)((cur * 78) / range)) * CleanXfac, y,
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"\x13",
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DTA_CellX, 8 * CleanXfac,
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DTA_CellY, 8 * CleanYfac,
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TAG_DONE);
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}
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static void M_PlayerSetupDrawer ()
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{
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int x, xo, yo;
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@ -2251,9 +2271,9 @@ static void M_PlayerSetupDrawer ()
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x = SmallFont->StringWidth ("Green") + 8 + PSetupDef.x;
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color = players[consoleplayer].userinfo.color;
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M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*2+yo, 0.0f, 255.0f, float(RPART(color)), -1);
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M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*3+yo, 0.0f, 255.0f, float(GPART(color)), -1);
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M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*4+yo, 0.0f, 255.0f, float(BPART(color)), -1);
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M_DrawPlayerSlider (x, PSetupDef.y + LINEHEIGHT*2+yo, RPART(color));
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M_DrawPlayerSlider (x, PSetupDef.y + LINEHEIGHT*3+yo, GPART(color));
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M_DrawPlayerSlider (x, PSetupDef.y + LINEHEIGHT*4+yo, BPART(color));
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// [GRB] Draw class setting
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int pclass = players[consoleplayer].userinfo.PlayerClass;
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@ -3443,7 +3463,13 @@ void M_Drawer ()
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screen->DrawText(SmallFont, CR_UNTRANSLATED, 160, y + fontheight + 1, GStrings["TXT_NO"], DTA_Clean, true, TAG_DONE);
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if (skullAnimCounter < 6)
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{
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M_DrawConText(CR_RED, 150, y + (fontheight + 1) * messageSelection, "\xd");
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screen->DrawText(ConFont, CR_RED,
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(150 - 160) * CleanXfac + screen->GetWidth() / 2,
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(y + (fontheight + 1) * messageSelection - 100) * CleanYfac + screen->GetHeight() / 2,
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"\xd",
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DTA_CellX, 8 * CleanXfac,
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DTA_CellY, 8 * CleanYfac,
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TAG_DONE);
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}
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}
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}
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