- 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

@ -1423,6 +1423,7 @@ void R_InitTranslationTables ()
+8 // Standard (7 for Strife, 3 for the rest)
+MAX_ACS_TRANSLATIONS // LevelScripted
+BODYQUESIZE // PlayerCorpses
+1
)];
int i, j;
@ -1450,9 +1451,13 @@ void R_InitTranslationTables ()
translationtables[TRANSLATION_PlayerCorpses] =
translationtables[TRANSLATION_LevelScripted] + MAX_ACS_TRANSLATIONS*256;
translationtables[TRANSLATION_Dim] =
translationtables[TRANSLATION_PlayerCorpses] + BODYQUESIZE*256;
translationtables[TRANSLATION_Decorate] = decorate_translations;
translationtables[TRANSLATION_Blood] = decorate_translations + MAX_DECORATE_TRANSLATIONS*256;
// [RH] Each player now gets their own translation table. These are set
// up during netgame arbitration and as-needed rather than in here.
@ -1597,6 +1602,27 @@ void R_InitTranslationTables ()
table += 256;
}
}
// Dim map
{
BYTE *dim_map = translationtables[TRANSLATION_Dim];
BYTE unremap[256];
BYTE shadetmp[256];
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)
{
dim_map[i] = GPalette.Remap[shadetmp[unremap[i]]];
}
dim_map[0] = GPalette.Remap[0];
}
}
// [RH] Create a player's translation table based on a given mid-range color.