- Added scaling to double size for idmypos display.
- Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. SVN r1027 (trunk)
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2ca601eed1
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15 changed files with 83 additions and 24 deletions
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@ -1120,21 +1120,46 @@ void DBaseStatusBar::Draw (EHudState state)
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if (idmypos)
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{ // Draw current coordinates
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int height = screen->Font->GetHeight();
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int y = ::ST_Y - height;
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char labels[3] = { 'X', 'Y', 'Z' };
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fixed_t *value;
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int i;
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int vwidth;
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int vheight;
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int xpos;
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int y;
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if (con_scaletext == 0)
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{
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vwidth = SCREENWIDTH;
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vheight = SCREENHEIGHT;
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xpos = vwidth - 80;
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y = ::ST_Y - height;
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}
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else
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{
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vwidth = SCREENWIDTH/2;
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vheight = SCREENHEIGHT/2;
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xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
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y = ::ST_Y/2 - height;
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}
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if (gameinfo.gametype == GAME_Strife)
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{
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y -= height * 4;
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if (con_scaletext == 0)
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y -= height * 4;
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else
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y -= height * 2;
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}
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value = &CPlayer->mo->z;
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for (i = 2, value = &CPlayer->mo->z; i >= 0; y -= height, --value, --i)
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{
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sprintf (line, "%c: %d", labels[i], *value >> FRACBITS);
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screen->DrawText (CR_GREEN, SCREENWIDTH - 80, y, line, TAG_DONE);
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screen->DrawText (CR_GREEN, xpos, y, line,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
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TAG_DONE);
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BorderNeedRefresh = screen->GetPageCount();
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}
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}
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