- 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)
This commit is contained in:
Christoph Oelckers 2007-12-24 14:24:24 +00:00
commit d12ede252f
14 changed files with 399 additions and 552 deletions

View file

@ -1977,8 +1977,9 @@ void G_DoLoadLevel (int position, bool autosave)
{
if (playeringame[i] && (deathmatch || players[i].playerstate == PST_DEAD))
players[i].playerstate = PST_ENTER; // [BC]
memset (players[i].frags,0,sizeof(players[i].frags));
players[i].fragcount = 0;
memset (players[i].frags,0,sizeof(players[i].frags));
if (!(dmflags2 & DF2_YES_KEEPFRAGS) && (alwaysapplydmflags || deathmatch))
players[i].fragcount = 0;
}
if (g_nomonsters)