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https://github.com/ZDoom/qzdoom.git
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Merge branch 'maint' of https://github.com/rheit/zdoom
This commit is contained in:
commit
c995158d52
26 changed files with 40 additions and 10 deletions
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@ -57,6 +57,9 @@ class AWeapon;
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void ST_SetNeedRefresh();
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bool ST_IsTimeVisible();
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bool ST_IsLatencyVisible();
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// HUD Message base object --------------------------------------------------
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class DHUDMessage : public DObject
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@ -59,6 +59,7 @@
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EXTERN_CVAR(Bool,am_follow)
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EXTERN_CVAR (Int, con_scaletext)
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EXTERN_CVAR (Bool, idmypos)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Bool, am_showtime)
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EXTERN_CVAR (Bool, am_showtotaltime)
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@ -868,7 +869,7 @@ static void DrawCoordinates(player_t * CPlayer)
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static void DrawTime()
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{
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if (hud_showtime <= 0 || hud_showtime > 9)
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if (!ST_IsTimeVisible())
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{
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return;
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}
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@ -935,6 +936,21 @@ static void DrawTime()
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DrawHudText(SmallFont, hud_timecolor, timeString, hudwidth - width, height, FRACUNIT);
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}
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static bool IsAltHUDTextVisible()
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{
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return hud_althud
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&& !automapactive
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&& (SCREENHEIGHT == viewheight)
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&& (11 == screenblocks);
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}
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bool ST_IsTimeVisible()
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{
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return IsAltHUDTextVisible()
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&& (hud_showtime > 0)
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&& (hud_showtime <= 9);
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}
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//---------------------------------------------------------------------------
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//
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// Draw in-game latency
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@ -943,9 +959,7 @@ static void DrawTime()
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static void DrawLatency()
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{
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if (hud_showlag <= 0 ||
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(hud_showlag == 1 && !netgame) ||
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hud_showlag > 2)
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if (!ST_IsLatencyVisible())
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{
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return;
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}
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@ -975,11 +989,19 @@ static void DrawLatency()
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const int characterCount = (int)strlen(tempstr);
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const int width = SmallFont->GetCharWidth('0') * characterCount + 2; // small offset from screen's border
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const int height = SmallFont->GetHeight() * 2;
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const int height = SmallFont->GetHeight() * (ST_IsTimeVisible() ? 2 : 1);
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DrawHudText(SmallFont, color, tempstr, hudwidth - width, height, FRACUNIT);
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}
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bool ST_IsLatencyVisible()
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{
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return IsAltHUDTextVisible()
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&& (hud_showlag > 0)
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&& (hud_showlag != 1 || netgame)
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&& (hud_showlag <= 2);
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}
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//---------------------------------------------------------------------------
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//
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@ -1533,9 +1533,12 @@ void DBaseStatusBar::DrawPowerups ()
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// Each icon gets a 32x32 block to draw itself in.
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int x, y;
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AInventory *item;
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const int yshift = SmallFont->GetHeight();
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x = -20;
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y = 17;
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y = 17
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+ (ST_IsTimeVisible() ? yshift : 0)
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+ (ST_IsLatencyVisible() ? yshift : 0);
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for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->DrawPowerup (x, y))
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@ -158,8 +158,10 @@ void P_SetPsprite (player_t *player, int position, FState *state, bool nofunctio
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}
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if (sv_fastweapons >= 2 && position == ps_weapon)
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psp->tics = state->ActionFunc == NULL? 0 : 1;
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if (sv_fastweapons == 2 && position == ps_weapon)
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psp->tics = state->ActionFunc == NULL ? 0 : 1;
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else if (sv_fastweapons == 3)
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psp->tics = (state->GetTics() != 0);
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else if (sv_fastweapons)
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psp->tics = 1; // great for producing decals :)
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else
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@ -858,8 +858,8 @@ void DFrameBuffer::DrawRateStuff ()
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int rate_x;
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chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2u ms (%3u fps)", howlong, LastCount);
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rate_x = Width - chars * 8;
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Clear (rate_x, 0, Width, 8, GPalette.BlackIndex, 0);
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rate_x = Width - ConFont->StringWidth(&fpsbuff[0]);
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Clear (rate_x, 0, Width, ConFont->GetHeight(), GPalette.BlackIndex, 0);
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DrawText (ConFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0], TAG_DONE);
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DWORD thisSec = ms/1000;
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