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- added an option to disable player translations in single player games.
SVN r2173 (trunk)
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parent
28e5e7ccef
commit
350e72fb3e
2 changed files with 16 additions and 2 deletions
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@ -46,6 +46,8 @@
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#include "d_dehacked.h"
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#include "d_dehacked.h"
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#include "gi.h"
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#include "gi.h"
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EXTERN_CVAR(Bool, r_forceplayertranslation)
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// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
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// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
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// writes some bytes to the network data stream, and the network code
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// writes some bytes to the network data stream, and the network code
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// later calls us.
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// later calls us.
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@ -319,6 +321,7 @@ void cht_DoCheat (player_t *player, int cheat)
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player->mo->special1 = 0; // required for the Hexen fighter's fist attack.
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player->mo->special1 = 0; // required for the Hexen fighter's fist attack.
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// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
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// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
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player->mo->SetState (player->mo->SpawnState);
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player->mo->SetState (player->mo->SpawnState);
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if (multiplayer || r_forceplayertranslation)
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player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
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player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
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player->mo->DamageType = NAME_None;
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player->mo->DamageType = NAME_None;
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// player->mo->GiveDefaultInventory();
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// player->mo->GiveDefaultInventory();
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@ -114,6 +114,14 @@ CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE)
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level.gravity = self;
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level.gravity = self;
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}
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}
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CUSTOM_CVAR(Bool, r_forceplayertranslation, false, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (!multiplayer && players[0].mo != NULL)
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{
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players[0].mo->Translation = self? TRANSLATION(TRANSLATION_Players, 0) : 0;
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}
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}
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CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
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CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
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CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
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CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
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@ -3990,7 +3998,10 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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R_BuildPlayerTranslation (playernum);
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R_BuildPlayerTranslation (playernum);
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// [RH] set color translations for player sprites
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// [RH] set color translations for player sprites
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if (multiplayer || r_forceplayertranslation)
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mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
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mobj->Translation = TRANSLATION(TRANSLATION_Players,playernum);
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else
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mobj->Translation = 0;
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mobj->angle = spawn_angle;
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mobj->angle = spawn_angle;
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mobj->pitch = mobj->roll = 0;
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mobj->pitch = mobj->roll = 0;
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