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https://github.com/ZDoom/raze-gles.git
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feature: show player names (#234)
# Conflicts: # source/blood/src/config.cpp # source/blood/src/config.h # source/blood/src/menu.cpp # source/blood/src/osdcmd.cpp
This commit is contained in:
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19b9e34726
commit
43da4b68a2
4 changed files with 35 additions and 8 deletions
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@ -386,7 +386,7 @@ bool IntersectRay(int wx, int wy, int wdx, int wdy, int x1, int y1, int z1, int
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return 1;
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return 1;
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}
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}
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int HitScan(spritetype *pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int a8)
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int HitScan(spritetype *pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int nRange)
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{
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{
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dassert(pSprite != NULL);
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dassert(pSprite != NULL);
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dassert(dx != 0 || dy != 0);
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dassert(dx != 0 || dy != 0);
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@ -398,10 +398,10 @@ int HitScan(spritetype *pSprite, int z, int dx, int dy, int dz, unsigned int nMa
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int nSector = pSprite->sectnum;
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int nSector = pSprite->sectnum;
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int bakCstat = pSprite->cstat;
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int bakCstat = pSprite->cstat;
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pSprite->cstat &= ~256;
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pSprite->cstat &= ~256;
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if (a8)
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if (nRange)
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{
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{
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hitscangoal.x = x + mulscale30(a8 << 4, Cos(pSprite->ang));
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hitscangoal.x = x + mulscale30(nRange << 4, Cos(pSprite->ang));
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hitscangoal.y = y + mulscale30(a8 << 4, Sin(pSprite->ang));
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hitscangoal.y = y + mulscale30(nRange << 4, Sin(pSprite->ang));
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}
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}
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else
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else
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{
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{
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@ -58,6 +58,7 @@ void SetCDVol(CGameMenuItemSlider *);
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void SetDoppler(CGameMenuItemZBool *);
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void SetDoppler(CGameMenuItemZBool *);
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void SetCrosshair(CGameMenuItemZBool *);
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void SetCrosshair(CGameMenuItemZBool *);
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void SetCenterHoriz(CGameMenuItemZBool *);
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void SetCenterHoriz(CGameMenuItemZBool *);
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void SetShowPlayerNames(CGameMenuItemZBool *);
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void SetShowWeapons(CGameMenuItemZCycle *);
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void SetShowWeapons(CGameMenuItemZCycle *);
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void SetSlopeTilting(CGameMenuItemZBool *);
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void SetSlopeTilting(CGameMenuItemZBool *);
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void SetViewBobbing(CGameMenuItemZBool *);
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void SetViewBobbing(CGameMenuItemZBool *);
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@ -409,6 +410,7 @@ CGameMenuItemTitle itemOptionsGameTitle("GAME SETUP", 1, 160, 20, 2038);
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CGameMenuItemZBool itemOptionsGameBoolWeaponsV10X("V1.0x WEAPONS BALANCE:", 3, 66, 130, 180, gWeaponsV10x, SetWeaponsV10X, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolWeaponsV10X("V1.0x WEAPONS BALANCE:", 3, 66, 130, 180, gWeaponsV10x, SetWeaponsV10X, NULL, NULL);
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///////////////////
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///////////////////
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CGameMenuItemZBool itemOptionsGameBoolShowPlayerNames("SHOW PLAYER NAMES:", 3, 66, 60, 180, gShowPlayerNames, SetShowPlayerNames, NULL, NULL);
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CGameMenuItemZCycle itemOptionsGameShowWeapons("SHOW WEAPONS:", 3, 66, 70, 180, 0, SetShowWeapons, pzShowWeaponStrings, ARRAY_SSIZE(pzShowWeaponStrings), 0);
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CGameMenuItemZCycle itemOptionsGameShowWeapons("SHOW WEAPONS:", 3, 66, 70, 180, 0, SetShowWeapons, pzShowWeaponStrings, ARRAY_SSIZE(pzShowWeaponStrings), 0);
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CGameMenuItemZBool itemOptionsGameBoolSlopeTilting("SLOPE TILTING:", 3, 66, 80, 180, cl_slopetilting, SetSlopeTilting, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolSlopeTilting("SLOPE TILTING:", 3, 66, 80, 180, cl_slopetilting, SetSlopeTilting, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolViewBobbing("VIEW BOBBING:", 3, 66, 90, 180, cl_viewvbob, SetViewBobbing, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolViewBobbing("VIEW BOBBING:", 3, 66, 90, 180, cl_viewvbob, SetViewBobbing, NULL, NULL);
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@ -1117,7 +1119,8 @@ void SetupOptionsMenu(void)
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menuOptions.Add(&itemBloodQAV, false);
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menuOptions.Add(&itemBloodQAV, false);
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menuOptionsGame.Add(&itemOptionsGameTitle, false);
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menuOptionsGame.Add(&itemOptionsGameTitle, false);
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menuOptionsGame.Add(&itemOptionsGameShowWeapons, true);
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menuOptionsGame.Add(&itemOptionsGameBoolShowPlayerNames, true);
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menuOptionsGame.Add(&itemOptionsGameShowWeapons, false);
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menuOptionsGame.Add(&itemOptionsGameBoolSlopeTilting, false);
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menuOptionsGame.Add(&itemOptionsGameBoolSlopeTilting, false);
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menuOptionsGame.Add(&itemOptionsGameBoolViewBobbing, false);
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menuOptionsGame.Add(&itemOptionsGameBoolViewBobbing, false);
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menuOptionsGame.Add(&itemOptionsGameBoolViewSwaying, false);
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menuOptionsGame.Add(&itemOptionsGameBoolViewSwaying, false);
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@ -1407,6 +1410,11 @@ void SetWeaponsV10X(CGameMenuItemZBool* pItem)
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}
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}
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////
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////
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void SetShowPlayerNames(CGameMenuItemZBool *pItem)
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{
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cl_idplayers = pItem->at20;
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}
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void SetShowWeapons(CGameMenuItemZCycle *pItem)
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void SetShowWeapons(CGameMenuItemZCycle *pItem)
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{
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{
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cl_showweapon = pItem->m_nFocus;
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cl_showweapon = pItem->m_nFocus;
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@ -1283,6 +1283,25 @@ void viewDrawMapTitle(void)
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}
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}
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}
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}
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void viewDrawAimedPlayerName(void)
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{
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if (!cl_idplayers || (gView->aim.dx == 0 && gView->aim.dy == 0))
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return;
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int hit = HitScan(gView->pSprite, gView->pSprite->z, gView->aim.dx, gView->aim.dy, gView->aim.dz, CLIPMASK0, 512);
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if (hit == 3)
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{
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spritetype* pSprite = &sprite[gHitInfo.hitsprite];
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if (IsPlayerSprite(pSprite))
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{
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char nPlayer = pSprite->type-kDudePlayer1;
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char* szName = gProfile[nPlayer].name;
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int nPalette = (gPlayer[nPlayer].teamId&3)+11;
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viewDrawText(4, szName, 160, 125, -128, nPalette, 1, 1);
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}
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}
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}
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void viewDrawPack(PLAYER *pPlayer, int x, int y)
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void viewDrawPack(PLAYER *pPlayer, int x, int y)
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{
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{
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int packs[5];
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int packs[5];
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@ -1701,8 +1720,6 @@ void UpdateStatusBar(ClockTicks arg)
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viewDrawPowerUps(pPlayer);
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viewDrawPowerUps(pPlayer);
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}
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}
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viewDrawMapTitle();
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if (gGameOptions.nGameType < 1) return;
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if (gGameOptions.nGameType < 1) return;
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if (gGameOptions.nGameType == 3)
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if (gGameOptions.nGameType == 3)
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@ -3550,6 +3567,8 @@ RORHACK:
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printext256(fX-strlen(gTempStr)*4, fY, 31, -1, gTempStr, 1);
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printext256(fX-strlen(gTempStr)*4, fY, 31, -1, gTempStr, 1);
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}
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}
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#endif
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#endif
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viewDrawMapTitle();
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viewDrawAimedPlayerName();
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viewPrintFPS();
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viewPrintFPS();
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if (gPaused)
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if (gPaused)
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{
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{
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@ -64,7 +64,7 @@ CVARD(Int, cl_maxautosaves, 8, CVAR_ARCHIVE, "number of autosaves to keep before
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CVARD(Int, cl_cheatmask, ~0, CVAR_ARCHIVE, "configure what cheats show in the cheats menu")
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CVARD(Int, cl_cheatmask, ~0, CVAR_ARCHIVE, "configure what cheats show in the cheats menu")
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CVARD(Bool, cl_obituaries, true, CVAR_ARCHIVE, "enable/disable multiplayer death messages") // Not implemented for Blood
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CVARD(Bool, cl_obituaries, true, CVAR_ARCHIVE, "enable/disable multiplayer death messages") // Not implemented for Blood
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CVARD(Bool, cl_democams, true, CVAR_ARCHIVE, "enable/disable demo playback cameras") // Not implemented for Blood
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CVARD(Bool, cl_democams, true, CVAR_ARCHIVE, "enable/disable demo playback cameras") // Not implemented for Blood
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CVARD(Bool, cl_idplayers, true, CVAR_ARCHIVE, "enable/disable name display when aiming at opponents") // Not implemented for Blood
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CVARD(Bool, cl_idplayers, true, CVAR_ARCHIVE, "enable/disable name display when aiming at opponents")
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CVARD(Bool, cl_showcoords, false, 0, "show your position in the game world") // This is a debug oprion in its current form, not implemented in Blood
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CVARD(Bool, cl_showcoords, false, 0, "show your position in the game world") // This is a debug oprion in its current form, not implemented in Blood
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CVARD(Bool, cl_weaponsway, true, CVAR_ARCHIVE, "enable/disable player weapon swaying") // Not implemented for Blood
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CVARD(Bool, cl_weaponsway, true, CVAR_ARCHIVE, "enable/disable player weapon swaying") // Not implemented for Blood
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