- Added back the code to allow some variation to the players' shades when
players are on teams. - Set TEAM_None back to 255. Since a player's team has already been accessible through ACS, needlessly redefining this is a bad thing to do, since it can break existing maps. 255 different teams should still be more than enough. - Fixed: At certain resolutions, there was a one pixel row between the status bar and the rest of the screen, thanks to rounding error. - Added automatic batching of quads to D3DFB. Screens with a lot of text are ever-so-slightly faster now, though still only about half the speed of sofware-only text. I suppose the only way to see a marked improvement is going to be by stuffing multiple glyphs in a single texture. - Fixed: Crosshairgrow's animation was not framerate-independent. SVN r668 (trunk)
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10 changed files with 452 additions and 127 deletions
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@ -588,7 +588,7 @@ bool DCajunMaster::LoadBots ()
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case BOTCFG_TEAM:
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{
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char teamstr[16];
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unsigned int teamnum;
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BYTE teamnum;
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SC_MustGetString ();
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if (IsNum (sc_String))
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