- 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
This commit is contained in:
Christoph Oelckers 2017-03-25 18:31:53 +01:00
commit 3e67a8bafa
18 changed files with 336 additions and 282 deletions

View file

@ -153,6 +153,14 @@ const char* GameInfoBorders[] =
gameinfo.key = sc.String; \
}
#define GAMEINFOKEY_STRING_STAMPED(key, variable, stampvar) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetToken(TK_StringConst); \
gameinfo.key = sc.String; \
gameinfo.stampvar = Wads.GetLumpFile(sc.LumpNum); \
}
#define GAMEINFOKEY_INT(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
@ -358,7 +366,8 @@ void FMapInfoParser::ParseGameInfo()
GAMEINFOKEY_COLOR(defaultbloodcolor, "defaultbloodcolor")
GAMEINFOKEY_COLOR(defaultbloodparticlecolor, "defaultbloodparticlecolor")
GAMEINFOKEY_STRING(backpacktype, "backpacktype")
GAMEINFOKEY_STRING(statusbar, "statusbar")
GAMEINFOKEY_STRING_STAMPED(statusbar, "statusbar", statusbarfile)
GAMEINFOKEY_STRING_STAMPED(statusbarclass, "statusbarclass", statusbarclassfile)
GAMEINFOKEY_MUSIC(intermissionMusic, intermissionOrder, "intermissionMusic")
GAMEINFOKEY_STRING(CursorPic, "CursorPic")
GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic")