Revision r2914
Redraw background when ud.screen_size >= 8, unconditional on ud.statusbarscale. Classic HUD now has correct aspect in widescreen modes, so with the full status bar, there may be patches of free room left to the left and right.
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Redraw background when ud.screen_size >= 8, unconditional on ud.statusbarscale. Classic HUD now has correct aspect in widescreen modes, so with the full status bar, there may be patches of free room left to the left and right.
In setaspect_new, determine the aspect with {x,y}dim again except for showview.
setaspect(), which is called by setaspect_new, already uses the *dimen variables,
so it's the same thing done twice. Now, a change from the original full status
bar to the original mini status bar keeps the horizontal FOV again and only
bumps the view a little higher, as with the classic aspect determination.
Clear the screen first in some non-in-game places, also in classic. Compare with revision 2584.
Factor out Polymost's widescreen bit handling code and use it in classic, too. This means that classic and the GL modes now look the same as far as e.g. hud_bgstretch or HUD weapons are concerned.
polymost.c: rewite widescreen bit code, part 2. Use integer math; both args to setaspect are constant.
Clean up classic's and Polymost's dorotatesprite functions (triv. changes only)
polymost.c: rewrite dorotatesprite's widescreen bit handling (256,512,1024). Instead of setting and resetting the [xy]dim globals, use them as locals in a block (shadowing the globals). Also, do some common subexpression elimination for clarity.
splitscreen: use updatesector instead of *z. 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.
splitscreen: remove weapon item drawing code.
fake multi: draw weapons for both players.
splitscreen: remove HUD drawing code, draw view from EVENT_DISPLAYROOMS.
In fake multi, never draw the screen rotated.
Splitscreen hack: draw status bar for both players.
Always draw the frag bar in fake multi.
In fake multi-mode, always draw the original mini status bar.
splitscreen: update to modified version posted at the Duke4.net forums.
Add original splitscreen mod by Bloodclaw for reference.
Fake multi-mode: better -q* messages, make surplus APLAYER sprites invisible. Also, change type of g_numPlayerSprites (global and mapstate) from inconsistent uint8_t/char to int8_t.
Clean up build.h and status bar drawing code in game.c. ------------------------------------------------------------------------
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r2915 | helixhorned | 2012-08-16 14:49:01 -0700 (Thu, 16 Aug 2012) | 1 line
splitscreen: rewrite special weapons cycling, don't cycle to foot.
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r2914 | helixhorned | 2012-08-16 14:48:58 -0700 (Thu, 16 Aug 2012) | 4 lines
Redraw background when ud.screen_size >= 8, unconditional on ud.statusbarscale.
Classic HUD now has correct aspect in widescreen modes, so with the full status
bar, there may be patches of free room left to the left and right.
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r2913 | helixhorned | 2012-08-16 14:48:56 -0700 (Thu, 16 Aug 2012) | 6 lines
In setaspect_new, determine the aspect with {x,y}dim again except for showview.
setaspect(), which is called by setaspect_new, already uses the *dimen variables,
so it's the same thing done twice. Now, a change from the original full status
bar to the original mini status bar keeps the horizontal FOV again and only
bumps the view a little higher, as with the classic aspect determination.
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r2912 | helixhorned | 2012-08-16 14:48:52 -0700 (Thu, 16 Aug 2012) | 3 lines
Clear the screen first in some non-in-game places, also in classic.
Compare with revision 2584.
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r2911 | helixhorned | 2012-08-16 14:48:50 -0700 (Thu, 16 Aug 2012) | 4 lines
Factor out Polymost's widescreen bit handling code and use it in classic, too.
This means that classic and the GL modes now look the same as far as e.g.
hud_bgstretch or HUD weapons are concerned.
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r2910 | helixhorned | 2012-08-16 14:48:46 -0700 (Thu, 16 Aug 2012) | 3 lines
polymost.c: rewite widescreen bit code, part 2.
Use integer math; both args to setaspect are constant.
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r2909 | helixhorned | 2012-08-16 14:48:44 -0700 (Thu, 16 Aug 2012) | 1 line
Clean up classic's and Polymost's dorotatesprite functions (triv. changes only)
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r2908 | helixhorned | 2012-08-16 14:48:41 -0700 (Thu, 16 Aug 2012) | 5 lines
polymost.c: rewrite dorotatesprite's widescreen bit handling (256,512,1024).
Instead of setting and resetting the [xy]dim globals, use them as locals
in a block (shadowing the globals). Also, do some common subexpression
elimination for clarity.
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r2907 | helixhorned | 2012-08-16 14:48:38 -0700 (Thu, 16 Aug 2012) | 4 lines
splitscreen: use updatesector instead of *z.
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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r2906 | helixhorned | 2012-08-16 14:48:36 -0700 (Thu, 16 Aug 2012) | 1 line
splitscreen: remove weapon item drawing code.
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r2905 | helixhorned | 2012-08-16 14:48:33 -0700 (Thu, 16 Aug 2012) | 1 line
fake multi: draw weapons for both players.
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r2904 | helixhorned | 2012-08-16 14:48:31 -0700 (Thu, 16 Aug 2012) | 1 line
splitscreen: remove HUD drawing code, draw view from EVENT_DISPLAYROOMS.
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r2903 | helixhorned | 2012-08-16 14:48:28 -0700 (Thu, 16 Aug 2012) | 1 line
In fake multi, never draw the screen rotated.
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r2902 | helixhorned | 2012-08-16 14:48:26 -0700 (Thu, 16 Aug 2012) | 1 line
Splitscreen hack: draw status bar for both players.
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r2901 | helixhorned | 2012-08-16 14:48:23 -0700 (Thu, 16 Aug 2012) | 1 line
Always draw the frag bar in fake multi.
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r2900 | helixhorned | 2012-08-16 14:48:21 -0700 (Thu, 16 Aug 2012) | 1 line
In fake multi-mode, always draw the original mini status bar.
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r2899 | helixhorned | 2012-08-16 14:48:18 -0700 (Thu, 16 Aug 2012) | 1 line
splitscreen: update to modified version posted at the Duke4.net forums.
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r2898 | helixhorned | 2012-08-16 14:48:16 -0700 (Thu, 16 Aug 2012) | 1 line
Add original splitscreen mod by Bloodclaw for reference.
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r2897 | helixhorned | 2012-08-16 14:48:13 -0700 (Thu, 16 Aug 2012) | 4 lines
Fake multi-mode: better -q* messages, make surplus APLAYER sprites invisible.
Also, change type of g_numPlayerSprites (global and mapstate) from inconsistent
uint8_t/char to int8_t.
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r2896 | helixhorned | 2012-08-16 14:48:08 -0700 (Thu, 16 Aug 2012) | 1 line
Clean up build.h and status bar drawing code in game.c.
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