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