- 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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parent
935eeb06f1
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10 changed files with 452 additions and 127 deletions
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@ -203,6 +203,9 @@ void FBaseStatusBar::SetScaled (bool scale)
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ST_X = 0;
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ST_Y = 200 - RelTop;
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::ST_Y = Scale (ST_Y, SCREENHEIGHT, 200);
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// If this is odd, add one to make it even and close the gap between the
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// status bar and the rest of the screen
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::ST_Y += (::ST_Y & 1);
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Displacement = 0;
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}
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::ST_X = ST_X;
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@ -269,6 +272,16 @@ void FBaseStatusBar::Tick ()
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}
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msg = next;
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}
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// If the crosshair has been enlarged, shrink it.
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if (CrosshairSize > FRACUNIT)
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{
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CrosshairSize -= XHAIRSHRINKSIZE;
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if (CrosshairSize < FRACUNIT)
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{
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CrosshairSize = FRACUNIT;
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}
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}
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}
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//---------------------------------------------------------------------------
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@ -974,15 +987,6 @@ void FBaseStatusBar::DrawCrosshair ()
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fixed_t size;
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int w, h;
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if (CrosshairSize > FRACUNIT)
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{
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CrosshairSize -= XHAIRSHRINKSIZE;
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if (CrosshairSize < FRACUNIT)
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{
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CrosshairSize = FRACUNIT;
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}
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}
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// Don't draw the crosshair in chasecam mode
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if (players[consoleplayer].cheats & CF_CHASECAM)
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return;
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