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Fixes for a couple of map mode issues that pop up when you pause the game with the map showing as well as a couple more menu tweaks
git-svn-id: https://svn.eduke32.com/eduke32@73 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
73eb097921
commit
4276901071
3 changed files with 17 additions and 15 deletions
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@ -585,7 +585,8 @@ void CONFIG_ReadSetup( void )
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SCRIPT_GetNumber( scripthandle, "Misc", "Crosshairs",&ud.crosshair);
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SCRIPT_GetNumber( scripthandle, "Misc", "StatusBarScale",&ud.statusbarscale);
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SCRIPT_GetNumber( scripthandle, "Misc", "ShowLevelStats",&ud.levelstats);
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SCRIPT_GetNumber( scripthandle, "Misc", "ShowOpponentWeapons",&ShowOpponentWeapons);
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SCRIPT_GetNumber( scripthandle, "Misc", "ShowOpponentWeapons",(int32 *)&ud.showweapons);
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ShowOpponentWeapons = ud.showweapons;
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SCRIPT_GetNumber( scripthandle, "Misc", "ShowViewWeapon",&ud.drawweapon);
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SCRIPT_GetNumber( scripthandle, "Misc", "BrightSkins",&ud.brightskins);
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SCRIPT_GetNumber( scripthandle, "Misc", "DemoCams",&ud.democams);
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@ -2659,7 +2659,7 @@ void displayrest(long smoothratio)
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dointerpolations(smoothratio);
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if( ud.scrollmode == 0 )
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{
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if(pp->newowner == -1)
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if(pp->newowner == -1 && !ud.pause_on)
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{
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if (screenpeek == myconnectindex && numplayers > 1)
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{
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@ -2683,11 +2683,12 @@ void displayrest(long smoothratio)
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}
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else
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{
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ud.fola += ud.folavel>>3;
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ud.folx += (ud.folfvel*sintable[(512+2048-ud.fola)&2047])>>14;
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ud.foly += (ud.folfvel*sintable[(512+1024-512-ud.fola)&2047])>>14;
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if(!ud.pause_on)
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{
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ud.fola += ud.folavel>>3;
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ud.folx += (ud.folfvel*sintable[(512+2048-ud.fola)&2047])>>14;
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ud.foly += (ud.folfvel*sintable[(512+1024-512-ud.fola)&2047])>>14;
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}
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cposx = ud.folx;
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cposy = ud.foly;
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cang = ud.fola;
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@ -2709,7 +2709,7 @@ cheat_for_port_credits:
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if (probey < (MAXMOUSEBUTTONS-2)*2+2)
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x = probesm(73,40,8,(MAXMOUSEBUTTONS-2)*2+2+2+2);
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else
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x = probesm(40,124-((MAXMOUSEBUTTONS-2)*2+2)*9,9,(MAXMOUSEBUTTONS-2)*2+2+2+2);
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x = probesm(40,128-((MAXMOUSEBUTTONS-2)*2+2)*9,9,(MAXMOUSEBUTTONS-2)*2+2+2+2);
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if (x==-1) {
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cmenu(202);
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@ -2765,23 +2765,23 @@ cheat_for_port_credits:
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}
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}
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gametextpal(40,119,"SENSITIVITY",5,2);
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gametextpal(40,119+9,"MOUSE AIMING TOGGLE",!ud.mouseaiming?5:15,2);
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gametextpal(40,119+9+9,"INVERT MOUSE AIM",5,2);
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gametextpal(40,119+9+9+9,"ADVANCED...",5,2);
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gametextpal(40,122,"SENSITIVITY",5,2);
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gametextpal(40,122+9,"MOUSE AIMING TOGGLE",!ud.mouseaiming?5:15,2);
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gametextpal(40,122+9+9,"INVERT MOUSE AIM",5,2);
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gametextpal(40,122+9+9+9,"ADVANCED...",5,2);
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{
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short sense;
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sense = CONTROL_GetMouseSensitivity()>>10;
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barsm(248,125,&sense,4,x==(MAXMOUSEBUTTONS-2)*2+2,SHX(-7),PHX(-7));
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barsm(248,128,&sense,4,x==(MAXMOUSEBUTTONS-2)*2+2,SHX(-7),PHX(-7));
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CONTROL_SetMouseSensitivity( sense<<10 );
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}
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if (!ud.mouseaiming) modval(0,1,(int *)&myaimmode,1,probey == (MAXMOUSEBUTTONS-2)*2+2+1);
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modval(0,1,(int *)&ud.mouseflip,1,probey == (MAXMOUSEBUTTONS-2)*2+2+2);
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gametextpal(240,119+9, myaimmode && !ud.mouseaiming ? "On" : "Off", !ud.mouseaiming?0:10, 0);
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gametextpal(240,119+9+9, ud.mouseflip ? "On" : "Off", 0, 0);
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gametextpal(240,122+9, myaimmode && !ud.mouseaiming ? "On" : "Off", !ud.mouseaiming?0:10, 0);
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gametextpal(240,122+9+9, ud.mouseflip ? "On" : "Off", 0, 0);
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if (probey < (MAXMOUSEBUTTONS-2)*2+2) {
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gametext(160,164,"UP/DOWN = SELECT BUTTON",0,2+8+16);
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