- Changed DTA_Translation parameter for DrawTexture to an integer to avoid

passing renderer specific data to the function. Also added DTA_Font so
  that the renderer can fetch font translations from the proper font.
  DIM_MAP/ConShade had to be made a regular translation table to make it
  work.
- Added Karate Chris's fix for scoreboard displaying team play related data
  in non teamplay games.
- Fixed: The team selection menu didn't work.
- Fixed: UpdateTeam passed an FString to Printf.


SVN r623 (trunk)
This commit is contained in:
Christoph Oelckers 2007-12-23 14:13:29 +00:00
commit eb2e40cde0
19 changed files with 155 additions and 102 deletions

View file

@ -80,7 +80,7 @@ static bool TabbedList; // True if tab list was shown
CVAR (Bool, con_notablist, false, CVAR_ARCHIVE)
static int conback;
static BYTE conshade[256];
static int conshade;
static bool conline;
extern int gametic;
@ -292,38 +292,17 @@ void C_InitConsole (int width, int height, bool ingame)
{
if (!gotconback)
{
int i;
conback = TexMan.CheckForTexture ("CONBACK", FTexture::TEX_MiscPatch);
if (conback <= 0)
{
BYTE unremap[256];
BYTE shadetmp[256];
conshade = DIM_MAP;
conback = TexMan.GetTexture (gameinfo.titlePage, FTexture::TEX_MiscPatch);
FWadLump palookup = Wads.OpenLumpName ("COLORMAP");
palookup.Seek (22*256, SEEK_CUR);
palookup.Read (shadetmp, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
{
unremap[GPalette.Remap[i]] = i;
}
for (i = 0; i < 256; ++i)
{
conshade[i] = GPalette.Remap[shadetmp[unremap[i]]];
}
conline = true;
conshade[0] = GPalette.Remap[0];
}
else
{
for (i = 0; i < 256; ++i)
{
conshade[i] = i;
}
conshade = 0;
conline = false;
}