- 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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@ -1807,8 +1807,8 @@ void P_DeathThink (player_t *player)
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}
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}
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if (player->cmd.ucmd.buttons & BT_USE ||
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((deathmatch || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN)))
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if ((player->cmd.ucmd.buttons & BT_USE ||
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((deathmatch || alwaysapplydmflags) && (dmflags & DF_FORCE_RESPAWN))) && !(dmflags2 & DF2_NO_RESPAWN))
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{
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if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && !player->isbot))
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{
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