- 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:
parent
093a05b588
commit
3e67a8bafa
18 changed files with 336 additions and 282 deletions
11
src/gi.cpp
11
src/gi.cpp
|
|
@ -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")
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue