- 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)
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5 changed files with 943 additions and 10 deletions
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@ -47,6 +47,7 @@
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#include "r_things.h"
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#include "s_sound.h"
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#include "templates.h"
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#include "gi.h"
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CVAR (Int, cl_rockettrails, 1, CVAR_ARCHIVE);
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@ -55,7 +56,7 @@ CVAR (Int, cl_rockettrails, 1, CVAR_ARCHIVE);
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static int grey1, grey2, grey3, grey4, red, green, blue, yellow, black,
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red1, green1, blue1, yellow1, purple, purple1, white,
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rblue1, rblue2, rblue3, rblue4, orange, yorange, dred, grey5,
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maroon1, maroon2;
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maroon1, maroon2, blood1, blood2;
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static const struct ColorList {
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int *color;
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@ -99,8 +100,13 @@ void P_InitEffects ()
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*(color->color) = ColorMatcher.Pick (color->r, color->g, color->b);
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color++;
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}
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int kind = gameinfo.defaultbloodcolor;
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blood1 = ColorMatcher.Pick(RPART(kind), GPART(kind), BPART(kind));
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blood2 = ColorMatcher.Pick(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
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}
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void P_ThinkParticles ()
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{
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int i;
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@ -373,8 +379,8 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i
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switch (kind)
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{
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case 0: // Blood
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color1 = red;
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color2 = dred;
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color1 = blood1;
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color2 = blood2;
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break;
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case 1: // Gunshot
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color1 = grey3;
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