- 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)
This commit is contained in:
Christoph Oelckers 2008-06-10 09:16:01 +00:00
commit 4e7a6c54ef
15 changed files with 83 additions and 24 deletions

View file

@ -1120,21 +1120,46 @@ void DBaseStatusBar::Draw (EHudState state)
if (idmypos)
{ // Draw current coordinates
int height = screen->Font->GetHeight();
int y = ::ST_Y - height;
char labels[3] = { 'X', 'Y', 'Z' };
fixed_t *value;
int i;
int vwidth;
int vheight;
int xpos;
int y;
if (con_scaletext == 0)
{
vwidth = SCREENWIDTH;
vheight = SCREENHEIGHT;
xpos = vwidth - 80;
y = ::ST_Y - height;
}
else
{
vwidth = SCREENWIDTH/2;
vheight = SCREENHEIGHT/2;
xpos = vwidth - SmallFont->StringWidth("X: -00000")-6;
y = ::ST_Y/2 - height;
}
if (gameinfo.gametype == GAME_Strife)
{
y -= height * 4;
if (con_scaletext == 0)
y -= height * 4;
else
y -= height * 2;
}
value = &CPlayer->mo->z;
for (i = 2, value = &CPlayer->mo->z; i >= 0; y -= height, --value, --i)
{
sprintf (line, "%c: %d", labels[i], *value >> FRACBITS);
screen->DrawText (CR_GREEN, SCREENWIDTH - 80, y, line, TAG_DONE);
screen->DrawText (CR_GREEN, xpos, y, line,
DTA_KeepRatio, true,
DTA_VirtualWidth, vwidth, DTA_VirtualHeight, vheight,
TAG_DONE);
BorderNeedRefresh = screen->GetPageCount();
}
}