- let hud_scale act like an override to uiscale, just like con_scale does.
- better handling of ForceScale for the fullscreen HUD that doesn't mess around with CVARs. - moved the mug shot into the status bar, because this is global state that needs to be shared between different pieces of code which want to display a mug shot. - SBARINFO should work off the current status bar settings instead of the ones stored in its script object
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093a05b588
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18 changed files with 336 additions and 282 deletions
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@ -435,59 +435,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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S_ResumeSound (false);
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}
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if (StatusBar != NULL)
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{
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StatusBar->Destroy();
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StatusBar = NULL;
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}
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auto cls = PClass::FindClass("DoomStatusBar");
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if (bTitleLevel)
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{
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StatusBar = new DBaseStatusBar ();
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StatusBar->SetSize(0);
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}
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else if (cls && gameinfo.gametype == GAME_Doom)
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{
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StatusBar = (DBaseStatusBar*)cls->CreateNew();
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}
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else if (SBarInfoScript[SCRIPT_CUSTOM] != NULL)
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{
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int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType();
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//Did the user specify a "base"
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if(cstype == GAME_Strife)
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{
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StatusBar = CreateStrifeStatusBar();
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}
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else if(cstype == GAME_Any) //Use the default, empty or custom.
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{
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StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM);
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}
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else
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{
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StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
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}
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}
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if (StatusBar == NULL)
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{
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if (gameinfo.gametype & (GAME_DoomChex|GAME_Heretic|GAME_Hexen))
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{
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StatusBar = CreateCustomStatusBar (SCRIPT_DEFAULT);
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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StatusBar = CreateStrifeStatusBar ();
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}
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else
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{
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StatusBar = new DBaseStatusBar();
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StatusBar->SetSize(0);
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}
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}
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GC::WriteBarrier(StatusBar);
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StatusBar->AttachToPlayer (&players[consoleplayer]);
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StatusBar->NewGame ();
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ST_CreateStatusBar(bTitleLevel);
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setsizeneeded = true;
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if (gameinfo.gametype == GAME_Strife || (SBarInfoScript[SCRIPT_CUSTOM] != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
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