- Fixed: SKIP_SUPER doesn't work for inventory items so it must be

disabled for them
- Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used
  in the gameinfo.
- Fixed: Default blood color is no longer red so P_DrawSplash2 must
  get it from the gameinfo instead.
- Added new French language texts by DoomKn1ght_.


SVN r1186 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-29 08:48:51 +00:00
commit 3801b9431a
5 changed files with 943 additions and 10 deletions

View file

@ -47,6 +47,7 @@
#include "r_things.h"
#include "s_sound.h"
#include "templates.h"
#include "gi.h"
CVAR (Int, cl_rockettrails, 1, CVAR_ARCHIVE);
@ -55,7 +56,7 @@ CVAR (Int, cl_rockettrails, 1, CVAR_ARCHIVE);
static int grey1, grey2, grey3, grey4, red, green, blue, yellow, black,
red1, green1, blue1, yellow1, purple, purple1, white,
rblue1, rblue2, rblue3, rblue4, orange, yorange, dred, grey5,
maroon1, maroon2;
maroon1, maroon2, blood1, blood2;
static const struct ColorList {
int *color;
@ -99,8 +100,13 @@ void P_InitEffects ()
*(color->color) = ColorMatcher.Pick (color->r, color->g, color->b);
color++;
}
int kind = gameinfo.defaultbloodcolor;
blood1 = ColorMatcher.Pick(RPART(kind), GPART(kind), BPART(kind));
blood2 = ColorMatcher.Pick(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
}
void P_ThinkParticles ()
{
int i;
@ -373,8 +379,8 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i
switch (kind)
{
case 0: // Blood
color1 = red;
color2 = dred;
color1 = blood1;
color2 = blood2;
break;
case 1: // Gunshot
color1 = grey3;