August 2012
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don't wrongly change pitch for sounds originating from 2nd player.
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For example, if the first one is underwater.
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tweak base palette application, remove resp. code from splitscr.con.
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Basically, base palettes with lower indices trump higher ones. For example, when one player is underwater and the other above, the normal palette takes precedence.
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print "reserved" quotes in the upper half of the screen.
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Reverved quotes are ones like "Killed by xxx". Since they're only shown for the first player for now, printing them in the upper part makes more sense (in above/below split, the first player is above).
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tweak weapon selection to do the expected thing for shrinker/grower.
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handle crosshairs for above/below split and regard crosshairscale.
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support for above/below screen split.
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To enable it, the HUD-less (maximized) screen size must be selected.
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tweak view drawing: use player's cursectnum and simulate z clamping.
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Using the players's cursectnum instead of "updating" the sectnum means that it won't glitch on SoS. The z clamping (basically a port of some code from G_DrawRooms) is so that the view won't be drawn from under the floor when shrunk.
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rewrite special weapons cycling, don't cycle to foot.
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use updatesector instead of *z.
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When shrunk, the player position is below the floor for some weird reason. Updatesectorz would set the sector to -1, and the view would not be drawn.
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remove weapon item drawing code.
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remove HUD drawing code, draw view from EVENT_DISPLAYROOMS.
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update to modified version posted at the Duke4.net forums.