- 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)
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parent
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19 changed files with 155 additions and 102 deletions
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@ -80,7 +80,7 @@ static bool TabbedList; // True if tab list was shown
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CVAR (Bool, con_notablist, false, CVAR_ARCHIVE)
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static int conback;
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static BYTE conshade[256];
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static int conshade;
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static bool conline;
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extern int gametic;
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@ -292,38 +292,17 @@ void C_InitConsole (int width, int height, bool ingame)
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{
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if (!gotconback)
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{
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int i;
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conback = TexMan.CheckForTexture ("CONBACK", FTexture::TEX_MiscPatch);
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if (conback <= 0)
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{
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BYTE unremap[256];
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BYTE shadetmp[256];
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conshade = DIM_MAP;
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conback = TexMan.GetTexture (gameinfo.titlePage, FTexture::TEX_MiscPatch);
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FWadLump palookup = Wads.OpenLumpName ("COLORMAP");
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palookup.Seek (22*256, SEEK_CUR);
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palookup.Read (shadetmp, 256);
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memset (unremap, 0, 256);
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for (i = 0; i < 256; ++i)
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{
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unremap[GPalette.Remap[i]] = i;
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}
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for (i = 0; i < 256; ++i)
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{
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conshade[i] = GPalette.Remap[shadetmp[unremap[i]]];
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}
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conline = true;
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conshade[0] = GPalette.Remap[0];
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}
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else
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{
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for (i = 0; i < 256; ++i)
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{
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conshade[i] = i;
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}
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conshade = 0;
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conline = false;
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}
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