- also replaced the AM crosshair drawer by a DCanvas::DrawPixel function.
- moved the AM line drawer into DCanvas as a virtual function. While testing this code I discovered that the antialias precalculation was never used except for the very first frame of AM drawing. However, since I couldn't detect even a marginal performance improvement using this code on 2 computers I just disabled it completely because it severely complicates a more generic implementation. I also disabled am_ovtrans in the process because I couldn't see any positive effects of using this cvar. All it does is adding some ugly distortion to the lines it affects without any apparent benefits. * Added fix by Karate Chris containing: - Added a 'No team changing' DMFlag2 which prevents players from changing teams unless they are not on a team. - Added a 'No respawn' DMFlag2 which prevents a player from respawning after they have died. - Added a 'Keep frags gained' DMFlag2 which allows you to choose whether you want to reset the frags of each player next level or not. - Added a small visual enhancement to the cooperative scoreboard to show if a player has died. - Fixed: If the 'teamplay' console variable was set to 'true' in a cooperative game, the scoreboard would show team play related items as opposed to cooperative items. - Fixed: The 'bot_observer' console variable should not work in network games. - Fixed: Bots made intermission skip really fast. SVN r634 (trunk)
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14 changed files with 399 additions and 552 deletions
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@ -1977,8 +1977,9 @@ void G_DoLoadLevel (int position, bool autosave)
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{
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if (playeringame[i] && (deathmatch || players[i].playerstate == PST_DEAD))
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players[i].playerstate = PST_ENTER; // [BC]
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memset (players[i].frags,0,sizeof(players[i].frags));
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players[i].fragcount = 0;
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memset (players[i].frags,0,sizeof(players[i].frags));
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if (!(dmflags2 & DF2_YES_KEEPFRAGS) && (alwaysapplydmflags || deathmatch))
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players[i].fragcount = 0;
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}
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if (g_nomonsters)
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