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https://github.com/ZDoom/Raze.git
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- fixed the crosshair.
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parent
c457f1aa8c
commit
b9f0e35d4b
11 changed files with 14 additions and 16 deletions
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@ -96,7 +96,7 @@ void animatesprites_d(int x,int y,int a,int smoothratio)
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case BLOODSPLAT2:
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case BLOODSPLAT3:
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case BLOODSPLAT4:
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if(ud.lockout) t->xrepeat = t->yrepeat = 0;
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if(adult_lockout) t->xrepeat = t->yrepeat = 0;
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else if(t->pal == 6)
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{
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t->shade = -127;
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@ -452,7 +452,7 @@ void animatesprites_d(int x,int y,int a,int smoothratio)
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case DUKELEG:
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case DUKEGUN:
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case DUKETORSO:
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if(ud.lockout)
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if(adult_lockout)
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{
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t->xrepeat = t->yrepeat = 0;
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continue;
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@ -75,7 +75,7 @@ void animatesprites_r(int x,int y,int a,int smoothratio)
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case BLOODSPLAT2:
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case BLOODSPLAT3:
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case BLOODSPLAT4:
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if(ud.lockout) t->xrepeat = t->yrepeat = 0;
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if(adult_lockout) t->xrepeat = t->yrepeat = 0;
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else if(t->pal == 6)
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{
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t->shade = -127;
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@ -591,7 +591,7 @@ void animatesprites_r(int x,int y,int a,int smoothratio)
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case COOTJIBB:
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case COOTJIBC:
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stuff:
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if(ud.lockout)
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if(adult_lockout)
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{
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t->xrepeat = t->yrepeat = 0;
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continue;
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@ -349,7 +349,7 @@ void displayrest(int smoothratio)
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if (isRR()) drawstatusbar_r(screenpeek);
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else drawstatusbar_d(screenpeek);
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if (ps[myconnectindex].newowner == -1 && ud.overhead_on == 0 && ud.crosshair && ud.camerasprite == -1)
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if (ps[myconnectindex].newowner == -1 && ud.overhead_on == 0 && cl_crosshair && ud.camerasprite == -1)
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{
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int32_t a = TILE_CROSSHAIR;
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@ -358,7 +358,7 @@ void displayrest(int smoothratio)
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vec2_t crosshairpos = { };
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//vec2_t crosshairpos = { ud.returnvar[0], ud.returnvar[1] };
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uint32_t crosshair_o = 1 | 2;
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double crosshair_scale = cl_crosshairscale * .001;
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double crosshair_scale = cl_crosshairscale * .01;
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if (isRR()) crosshair_scale *= .5;
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DrawTexture(twod, tileGetTexture(a), 160 - (ps[myconnectindex].getlookang() >> 1), 100,
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@ -270,7 +270,7 @@ void hud_input(int snum)
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if (!isRRRA() || sprite[p->i].extra > 0)
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{
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p->last_pissed_time = 4000;
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if (!ud.lockout)
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if (!adult_lockout)
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spritesound(437, p->i);
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if (sprite[p->i].extra <= max_player_health - max_player_health / 10)
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{
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@ -1256,7 +1256,7 @@ int doincrements_r(struct player_struct* p)
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if (p->drink_amt > 66 && (p->last_pissed_time % 26) == 0)
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p->drink_amt--;
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if (ud.lockout == 0)
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if (adult_lockout == 0)
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{
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if (p->last_pissed_time == 5662)
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spritesound(434, p->i);
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@ -950,7 +950,6 @@ int enterlevel(MapRecord *mi, int gamemode)
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ud.respawn_inventory = ud.m_respawn_inventory;
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ud.monsters_off = ud.m_monsters_off;
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ud.coop = ud.m_coop;
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ud.marker = ud.m_marker;
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ud.ffire = ud.m_ffire;
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if ((gamemode & MODE_DEMO) == 0 && ud.recstat == 2)
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@ -457,7 +457,7 @@ void prelevel_d(int g)
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wal->extra = wal->picnum;
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animwall[numanimwalls].tag = -1;
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if (ud.lockout)
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if (adult_lockout)
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{
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if (wal->picnum == FEMPIC1)
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wal->picnum = BLANKSCREEN;
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@ -502,7 +502,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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ud.m_respawn_inventory = ud.respawn_inventory;
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ud.m_monsters_off = ud.monsters_off;
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ud.m_coop = ud.coop;
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ud.m_marker = ud.marker;
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ud.m_ffire = ud.ffire;
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if (ps[myconnectindex].over_shoulder_on != 0)
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{
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@ -1630,7 +1630,7 @@ void checksectors_d(int snum)
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case STALL:
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if (p->last_pissed_time == 0)
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{
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if (ud.lockout == 0) spritesound(DUKE_URINATE, p->i);
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if (adult_lockout == 0) spritesound(DUKE_URINATE, p->i);
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p->last_pissed_time = 26 * 220;
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p->transporter_hold = 29 * 2;
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@ -2663,7 +2663,7 @@ void checksectors_r(int snum)
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case RRTILE2122:
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if (p->last_pissed_time == 0)
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{
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if (ud.lockout == 0) spritesound(435, p->i);
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if (adult_lockout == 0) spritesound(435, p->i);
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p->last_pissed_time = 26 * 220;
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p->transporter_hold = 29 * 2;
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@ -69,16 +69,16 @@ struct user_defs
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int folfvel, folavel, folx, foly, fola;
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int reccnt;
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int runkey_mode, statusbarscale, mouseaiming, weaponswitch;
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int runkey_mode, statusbarscale, weaponswitch;
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int entered_name, shadows, executions, auto_run;
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int coords, tickrate, levelstats, m_coop, coop, screen_size, lockout, crosshair;
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int coords, tickrate, levelstats, m_coop, coop, screen_size;
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int wchoice[MAXPLAYERS][MAX_WEAPONS], playerai;
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int respawn_monsters, respawn_items, respawn_inventory, recstat, monsters_off, brightness;
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int m_respawn_items, m_respawn_monsters, m_respawn_inventory, m_recstat, m_monsters_off, detail;
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int m_ffire, ffire, m_player_skill, multimode;
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int player_skill, m_marker, marker, mouseflip;
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int player_skill, marker;
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int statusbarmode, althud;
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MapRecord* nextLevel;
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