- merged all portals with the same displacement together. While this provides

a mild performance increase it's not what I hoped it would do...
- Moved portal initialization for the portal things to P_SpawnSpecials
  instead of having the things self-initialize in PostBeginPlay. This was
  done to ensure that the portals are fully set up when the game begins.
  Otherwise there is no decent way to let the renderer post-process this
  information during setup.
- Changed: For 800x600 the default scaling handling of the options menu
  makes it become too small so for any resolution with a width between 
  800 and 959 it has been reverted to the regular clean scaling factor.


SVN r2055 (trunk)
This commit is contained in:
Christoph Oelckers 2009-12-28 17:13:30 +00:00
commit 3d40dbb659
6 changed files with 119 additions and 50 deletions

View file

@ -156,50 +156,6 @@ void AStackPoint::BeginPlay ()
bAlways = true;
}
//---------------------------------------------------------------------------
// Upper stacks go in the top sector. Lower stacks go in the bottom sector.
class AUpperStackLookOnly : public AStackPoint
{
DECLARE_CLASS (AUpperStackLookOnly, AStackPoint)
public:
void PostBeginPlay ();
};
class ALowerStackLookOnly : public AStackPoint
{
DECLARE_CLASS (ALowerStackLookOnly, AStackPoint)
public:
void PostBeginPlay ();
};
IMPLEMENT_CLASS (AUpperStackLookOnly)
IMPLEMENT_CLASS (ALowerStackLookOnly)
void AUpperStackLookOnly::PostBeginPlay ()
{
Super::PostBeginPlay ();
TActorIterator<ALowerStackLookOnly> it (tid);
Sector->FloorSkyBox = it.Next();
if (Sector->FloorSkyBox != NULL)
{
Sector->FloorSkyBox->Mate = this;
Sector->FloorSkyBox->PlaneAlpha = Scale (args[0], OPAQUE, 255);
}
}
void ALowerStackLookOnly::PostBeginPlay ()
{
Super::PostBeginPlay ();
TActorIterator<AUpperStackLookOnly> it (tid);
Sector->CeilingSkyBox = it.Next();
if (Sector->CeilingSkyBox != NULL)
{
Sector->CeilingSkyBox->Mate = this;
Sector->CeilingSkyBox->PlaneAlpha = Scale (args[0], OPAQUE, 255);
}
}
//---------------------------------------------------------------------------
class ASectorSilencer : public AActor