- Added some simple translucency map analysis for BOOM maps to more
intelligently pick the value to use for TranslucentLine's second argument. - Added a queryiwad_key cvar to control which key can force the IWAD selection to appear. It can be either "shift" or "control". Any other value will disable its functionality. - Fixed: A_SkullPop() and A_FreezeDeathChunks() did not transfer the player's inventory to the new dismembered head "player". SVN r268 (trunk)
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parent
6d389c6b7d
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7 changed files with 101 additions and 8 deletions
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@ -616,6 +616,7 @@ void I_PrintStr (const char *cp, bool lineBreak)
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}
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EXTERN_CVAR (Bool, queryiwad);
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CVAR (String, queryiwad_key, "shift", CVAR_GLOBALCONFIG|CVAR_ARCHIVE);
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static WadStuff *WadList;
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static int NumWads;
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static int DefaultWad;
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@ -698,7 +699,21 @@ BOOL CALLBACK IWADBoxCallback (HWND hDlg, UINT message, WPARAM wParam, LPARAM lP
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int I_PickIWad (WadStuff *wads, int numwads, bool showwin, int defaultiwad)
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{
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if (showwin || GetAsyncKeyState(VK_SHIFT))
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int vkey;
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if (stricmp (queryiwad_key, "shift") == 0)
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{
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vkey = VK_SHIFT;
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}
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else if (stricmp (queryiwad_key, "control") == 0 || stricmp (queryiwad_key, "ctrl") == 0)
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{
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vkey = VK_CONTROL;
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}
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else
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{
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vkey = 0;
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}
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if (showwin || (vkey != 0 && GetAsyncKeyState(vkey)))
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{
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WadList = wads;
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NumWads = numwads;
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