- Fixed: TEAMINFO broke bot parsing for bots with invalid team names by
redefining TEAM_None from 255 to -1. SVN r616 (trunk)
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2b86ebe4e5
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7 changed files with 18 additions and 35 deletions
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@ -803,17 +803,14 @@ void D3DFB::Unlock ()
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// When In2D == 0: Copy buffer to screen and present
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// When In2D == 1: Copy buffer to screen but do not present
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// When In2D == 2: Do nothing
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// When In2D == 3: Present and set In2D to 0
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// When In2D == 2: Present and set In2D to 0
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void D3DFB::Update ()
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{
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assert(In2D != 2);
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if (In2D == 3)
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if (In2D == 2)
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{
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D3DDevice->EndScene();
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D3DDevice->Present(NULL, NULL, NULL, NULL);
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In2D = false;
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In2D = 0;
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return;
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}
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@ -1290,14 +1287,6 @@ void D3DFB::Begin2D()
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//D3DDevice->SetTexture(1, PaletteTexture);
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}
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void D3DFB::End2D()
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{
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if (In2D == 2)
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{
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In2D = 3;
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}
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}
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FNativeTexture *D3DFB::CreateTexture(FTexture *gametex)
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{
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return new D3DTex(gametex, D3DDevice);
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@ -1305,21 +1294,18 @@ FNativeTexture *D3DFB::CreateTexture(FTexture *gametex)
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//==========================================================================
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//
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// D3DFB :: DrawTexture
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// D3DFB :: DrawTextureV
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//
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// If not in 2D mode, just call the normal software version.
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// If in 2D mode, then use Direct3D calls to perform the drawing.
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//
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//==========================================================================
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void STACK_ARGS D3DFB::DrawTexture (FTexture *img, int x, int y, int tags_first, ...)
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void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_first, va_list tags)
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{
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va_list tags;
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va_start(tags, tags_first);
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if (In2D < 2)
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{
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DrawTextureV(img, x, y, tags_first, tags);
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Super::DrawTextureV(img, x, y, tags_first, tags);
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return;
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}
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