- 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

@ -377,7 +377,6 @@ void F_TextWrite (void)
int c;
int cx;
int cy;
const BYTE *range;
int leftmargin;
int rowheight;
bool scale;
@ -403,7 +402,6 @@ void F_TextWrite (void)
ch = FinaleText.GetChars();
count = (FinaleCount - 10)/TEXTSPEED;
range = screen->Font->GetColorTranslation (CR_UNTRANSLATED);
for ( ; count ; count-- )
{
@ -427,7 +425,8 @@ void F_TextWrite (void)
screen->DrawTexture (pic,
cx + 320 / 2,
cy + 200 / 2,
DTA_Translation, range,
DTA_Font, screen->Font,
DTA_Translation, CR_UNTRANSLATED,
DTA_Clean, true,
TAG_DONE);
}
@ -436,7 +435,8 @@ void F_TextWrite (void)
screen->DrawTexture (pic,
cx + 320 / 2,
cy + 200 / 2,
DTA_Translation, range,
DTA_Font, screen->Font,
DTA_Translation, CR_UNTRANSLATED,
TAG_DONE);
}
}
@ -522,7 +522,7 @@ static struct
int castnum;
int casttics;
int castsprite; // [RH] For overriding the player sprite with a skin
const BYTE * casttranslation; // [RH] Draw "our hero" with their chosen suit color
int casttranslation; // [RH] Draw "our hero" with their chosen suit color
FState* caststate;
bool castdeath;
int castframes;
@ -582,7 +582,7 @@ void F_StartCast (void)
castnum = 0;
caststate = castorder[castnum].info->SeeState;
castsprite = caststate->sprite.index;
casttranslation = NULL;
casttranslation = 0;
casttics = caststate->GetTics ();
castdeath = false;
FinaleStage = 3;
@ -632,12 +632,12 @@ void F_CastTicker (void)
if (castnum == 16)
{
castsprite = skins[players[consoleplayer].userinfo.skin].sprite;
casttranslation = translationtables[TRANSLATION_Players] + 256*consoleplayer;
casttranslation = TRANSLATION(TRANSLATION_Players, consoleplayer);
}
else
{
castsprite = caststate->sprite.index;
casttranslation = NULL;
casttranslation = 0;
}
castframes = 0;
}