- 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)
This commit is contained in:
Randy Heit 2008-01-06 04:03:33 +00:00
commit 51461aa010
10 changed files with 452 additions and 127 deletions

View file

@ -203,6 +203,9 @@ void FBaseStatusBar::SetScaled (bool scale)
ST_X = 0;
ST_Y = 200 - RelTop;
::ST_Y = Scale (ST_Y, SCREENHEIGHT, 200);
// If this is odd, add one to make it even and close the gap between the
// status bar and the rest of the screen
::ST_Y += (::ST_Y & 1);
Displacement = 0;
}
::ST_X = ST_X;
@ -269,6 +272,16 @@ void FBaseStatusBar::Tick ()
}
msg = next;
}
// If the crosshair has been enlarged, shrink it.
if (CrosshairSize > FRACUNIT)
{
CrosshairSize -= XHAIRSHRINKSIZE;
if (CrosshairSize < FRACUNIT)
{
CrosshairSize = FRACUNIT;
}
}
}
//---------------------------------------------------------------------------
@ -974,15 +987,6 @@ void FBaseStatusBar::DrawCrosshair ()
fixed_t size;
int w, h;
if (CrosshairSize > FRACUNIT)
{
CrosshairSize -= XHAIRSHRINKSIZE;
if (CrosshairSize < FRACUNIT)
{
CrosshairSize = FRACUNIT;
}
}
// Don't draw the crosshair in chasecam mode
if (players[consoleplayer].cheats & CF_CHASECAM)
return;