- 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)
This commit is contained in:
Randy Heit 2006-07-20 05:13:39 +00:00
commit 361f855de0
7 changed files with 101 additions and 8 deletions

View file

@ -616,6 +616,7 @@ void I_PrintStr (const char *cp, bool lineBreak)
}
EXTERN_CVAR (Bool, queryiwad);
CVAR (String, queryiwad_key, "shift", CVAR_GLOBALCONFIG|CVAR_ARCHIVE);
static WadStuff *WadList;
static int NumWads;
static int DefaultWad;
@ -698,7 +699,21 @@ BOOL CALLBACK IWADBoxCallback (HWND hDlg, UINT message, WPARAM wParam, LPARAM lP
int I_PickIWad (WadStuff *wads, int numwads, bool showwin, int defaultiwad)
{
if (showwin || GetAsyncKeyState(VK_SHIFT))
int vkey;
if (stricmp (queryiwad_key, "shift") == 0)
{
vkey = VK_SHIFT;
}
else if (stricmp (queryiwad_key, "control") == 0 || stricmp (queryiwad_key, "ctrl") == 0)
{
vkey = VK_CONTROL;
}
else
{
vkey = 0;
}
if (showwin || (vkey != 0 && GetAsyncKeyState(vkey)))
{
WadList = wads;
NumWads = numwads;