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https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
A couple more fixes. Still have no idea if the clean dropping of clients when a game isn't running is anywhere near correct.
git-svn-id: https://svn.eduke32.com/eduke32@80 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
bfa1604208
commit
bff34ebbfb
2 changed files with 20 additions and 58 deletions
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@ -585,8 +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",(int32 *)&ud.showweapons);
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ShowOpponentWeapons = ud.showweapons;
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SCRIPT_GetNumber( scripthandle, "Misc", "ShowOpponentWeapons",&ShowOpponentWeapons);
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ud.showweapons = ShowOpponentWeapons;
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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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@ -161,7 +161,7 @@ void setgamepalette(struct player_struct *player, char *pal, int set)
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player->palette = pal;
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}
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int txgametext(int starttile, int x,int y,char *t,char s,char p,short orientation,long x1, long y1, long x2, long y2)
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int txgametext_(int small, int starttile, int x,int y,char *t,char s,char p,short orientation,long x1, long y1, long x2, long y2)
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{
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short ac,newx;
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char centre, *oldt;
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@ -174,14 +174,14 @@ int txgametext(int starttile, int x,int y,char *t,char s,char p,short orientatio
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{
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while(*t)
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{
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if(*t == 32) {newx+=5;t++;continue;}
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if(*t == 32) {newx+=small?3:5;t++;continue;}
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else ac = *t - '!' + starttile;
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if( ac < starttile || ac > (starttile + 93) ) break;
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if(*t >= '0' && *t <= '9')
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newx += 8;
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else newx += tilesizx[ac];
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newx += small?4:8;
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else newx += (tilesizx[ac]>>small);
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t++;
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}
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@ -191,74 +191,36 @@ int txgametext(int starttile, int x,int y,char *t,char s,char p,short orientatio
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while(*t)
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{
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if(*t == 32) {x+=5;t++;continue;}
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if(*t == 32) {x+=small?3:5;t++;continue;}
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else ac = *t - '!' + starttile;
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if( ac < starttile || ac > (starttile + 93) )
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break;
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rotatesprite(x<<16,y<<16,65536L,0,ac,s,p,2|orientation,x1,y1,x2,y2);
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rotatesprite(x<<16,y<<16,65536>>small,0,ac,s,p,2|orientation,x1,y1,x2,y2);
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if(*t >= '0' && *t <= '9')
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x += 8;
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else x += tilesizx[ac];
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x += small?4:8;
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else x += (tilesizx[ac]>>small);
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if(x > 310) x = 0, y+=small?4:8;
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t++;
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}
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return (x);
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}
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int txgametextsm(int starttile, int x,int y,char *t,char s,char p,short orientation,long x1, long y1, long x2, long y2)
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inline int txgametext(int starttile, int x,int y,char *t,char s,char p,short dabits,long x1, long y1, long x2, long y2)
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{
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short ac,newx;
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char centre, *oldt;
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return(txgametext_(0,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1));
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}
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centre = ( x == (320>>1) );
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newx = 0;
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oldt = t;
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if(centre)
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{
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while(*t)
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{
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if(*t == 32) {newx+=3;t++;continue;}
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else ac = *t - '!' + starttile;
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if( ac < starttile || ac > (starttile + 93) ) break;
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if(*t >= '0' && *t <= '9')
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newx += 4;
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else newx += tilesizx[ac]>>1;
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if(x>=300) { y+= 4; x = 0; }
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t++;
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}
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t = oldt;
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x = (320>>1)-(newx>>1);
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}
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while(*t)
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{
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if(*t == 32) {x+=3;t++;continue;}
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else ac = *t - '!' + starttile;
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if( ac < starttile || ac > (starttile + 93) )
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break;
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rotatesprite(x<<16,y<<16,32768L,0,ac,s,p,2|orientation,x1,y1,x2,y2);
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if(*t >= '0' && *t <= '9')
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x += 4;
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else x += tilesizx[ac]>>1;
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if(x>=310) { y+= 4; x = 0; }
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t++;
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}
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return (x);
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inline int txgametextsm(int starttile, int x,int y,char *t,char s,char p,short dabits,long x1, long y1, long x2, long y2)
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{
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return(txgametext_(1,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1));
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}
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inline int gametext(int x,int y,char *t,char s,short dabits)
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{
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return(txgametext(STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1));
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return(txgametext_(0,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1));
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}
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inline int mpgametext(int x,int y,char *t,char s,short dabits)
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@ -404,8 +366,8 @@ void getpackets(void)
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gameexit( " \nThe 'MASTER/First player' just quit the game. All\nplayers are returned from the game.");
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else
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{
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connectpoint2[j] = -1;
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connectpoint2[numplayers-1] = -1;
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connectpoint2[numplayers] = -1;
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connectpoint2[numplayers-1] = connecthead;
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}
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if (numplayers < 2)
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