- 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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19 changed files with 155 additions and 102 deletions
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@ -377,7 +377,6 @@ void F_TextWrite (void)
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int c;
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int cx;
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int cy;
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const BYTE *range;
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int leftmargin;
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int rowheight;
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bool scale;
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@ -403,7 +402,6 @@ void F_TextWrite (void)
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ch = FinaleText.GetChars();
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count = (FinaleCount - 10)/TEXTSPEED;
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range = screen->Font->GetColorTranslation (CR_UNTRANSLATED);
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for ( ; count ; count-- )
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{
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@ -427,7 +425,8 @@ void F_TextWrite (void)
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screen->DrawTexture (pic,
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cx + 320 / 2,
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cy + 200 / 2,
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DTA_Translation, range,
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DTA_Font, screen->Font,
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DTA_Translation, CR_UNTRANSLATED,
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DTA_Clean, true,
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TAG_DONE);
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}
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@ -436,7 +435,8 @@ void F_TextWrite (void)
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screen->DrawTexture (pic,
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cx + 320 / 2,
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cy + 200 / 2,
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DTA_Translation, range,
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DTA_Font, screen->Font,
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DTA_Translation, CR_UNTRANSLATED,
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TAG_DONE);
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}
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}
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@ -522,7 +522,7 @@ static struct
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int castnum;
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int casttics;
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int castsprite; // [RH] For overriding the player sprite with a skin
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const BYTE * casttranslation; // [RH] Draw "our hero" with their chosen suit color
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int casttranslation; // [RH] Draw "our hero" with their chosen suit color
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FState* caststate;
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bool castdeath;
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int castframes;
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@ -582,7 +582,7 @@ void F_StartCast (void)
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castnum = 0;
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caststate = castorder[castnum].info->SeeState;
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castsprite = caststate->sprite.index;
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casttranslation = NULL;
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casttranslation = 0;
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casttics = caststate->GetTics ();
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castdeath = false;
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FinaleStage = 3;
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@ -632,12 +632,12 @@ void F_CastTicker (void)
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if (castnum == 16)
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{
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castsprite = skins[players[consoleplayer].userinfo.skin].sprite;
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casttranslation = translationtables[TRANSLATION_Players] + 256*consoleplayer;
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casttranslation = TRANSLATION(TRANSLATION_Players, consoleplayer);
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}
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else
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{
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castsprite = caststate->sprite.index;
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casttranslation = NULL;
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casttranslation = 0;
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}
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castframes = 0;
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}
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