- moved some info into the GAMEINFO section:

* the sprite used for 'pause'.
 * the factor with which a monster's health is multiplied to decide if it's supposed to be gibbed,
 * the decision to make monsters run faster in nightmare mode.
- moved the hard coded lock messages for lock types 102 and 103 into the language lump.
- fixed: Raven's fast monsters could become slower in Nightmare if they had very short walking states.


SVN r2834 (trunk)
This commit is contained in:
Christoph Oelckers 2010-09-19 10:39:34 +00:00
commit 74525ab1d6
14 changed files with 43 additions and 27 deletions

View file

@ -785,7 +785,7 @@ void D_Display ()
FTexture *tex;
int x;
tex = TexMan[gameinfo.gametype & (GAME_DoomStrifeChex) ? "M_PAUSE" : "PAUSED"];
tex = TexMan[gameinfo.PauseSign];
x = (SCREENWIDTH - tex->GetScaledWidth() * CleanXfac)/2 +
tex->GetScaledLeftOffset() * CleanXfac;
screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE);