- Assembly code is disabled when building with __APPLE__ defined, for now.
- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now. - Moved x64inlines.h into basicinlines.h. - Replaced uses of __int64 with types from doomtype.h. - The stop console command no longer ends single player games, just the demo that was being recorded. - In C mode, the sc_man parser no longer allows multi-line string constants without using the \ character to preface the newline character. This makes it much easier to diagnose errors where you forget the closing quote of a string. - Fixed: V_BreakLines() added the terminating '\0' to the last line of the input string. - Added font as a parameter to V_BreakLines and removed its keepspace parameter, which was never passed as anything other than the default. SVN r331 (trunk)
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73032c2f3d
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30 changed files with 327 additions and 565 deletions
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@ -681,7 +681,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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toSay = GStrings[dlgtext.GetChars()];
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if (toSay==NULL) toSay = "Go away!"; // Ok, it's lame - but it doesn't look like an error to the player. ;)
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}
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DialogueLines = V_BreakLines (screen->GetWidth()/CleanXfac-24*2, toSay);
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DialogueLines = V_BreakLines (screen->Font, screen->GetWidth()/CleanXfac-24*2, toSay);
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// Fill out the possible choices
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ShowGold = false;
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@ -694,7 +694,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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continue;
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}
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ShowGold |= reply->NeedsGold;
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reply->ReplyLines = V_BreakLines (320-50-10, reply->Reply);
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reply->ReplyLines = V_BreakLines (screen->Font, 320-50-10, reply->Reply);
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for (j = 0; reply->ReplyLines[j].Width >= 0; ++j)
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{
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item.label = reply->ReplyLines[j].Text.LockBuffer();
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