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2012.08.19.Log0592.txt

📄SVN 📅2012-08-19 💾4,3 KB 13 Parsed entries CON BUILD FIX

Revision r2929

Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.

ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands
using rotatesprite are ANDed with (ROTATESPRITE_MAX-1).  Some of the functions
use ROTATESPRITE_MAX for different internal purposes, which will not be exposed
to CON now (a good thing).  Also, dorotspr_handle_bit2 is made clearer.

Revision r2928

Clean up a couple of rotatesprite uses.

The black translucent background underneath the user map list will now
be drawn with a shade 32 tile 0 instead of tile BLANK, since I've seen
the latter being replaced in some mod. Also, it will look the same
regardless of screen aspect.

Revision r2927

Restucture dorotspr_handle_bit2().

This also fixes the OSD with aspects < 4/3. I broke that, too.

Revision r2926

Always draw the full original status bar fully instead of in patches.

It seems like I broke the blitty/patchy way of drawing it with one of
the last commits.

Revision r2925

Some g_netServer || g_netServer --> g_netServer.

Revision r2924

In places where fullscreen tiles are drawn (logo etc.), use clearallviews().

This really fixes clearing the borders to the left and right with widescreen
and hud_bgstretch=0.  Also, it seems to fix glitches when the "screen size"
is small (ud.screen_size is large).

Revision r2923

Lunatic: rotatesprite+test, player access, misc.

Revision r2922

mdsprite.c: factor out two instances of identical code.

Revision r2921

Clean up handling of widescreen bits in dorotatesprite functions.

Don't call setaspect from them, because the only thing that's needed is
(in classic) yxaspect and xyaspect.  Pass these from the helper function
defined earlier instead.

Revision r2920

player.c: fix a check of md_tilehasmodel return value against >0 (should be >=0)

Revision r2919

Clean up polymost_dorotatesprite a little (triv. changes only)

Revision r2918

In polymost_dorotatesprite, don't set [xy]dimen to [xy]dim temporarily.

This fixes stuff like the HUD chaingun with widescreen and small "screen sizes"
(in-game viewport). It also makes rotatesprite behave more like classic overall.
I have no idea why it was there in the first place.

Revision r2917

Clean up player.c's weapon display code (no functional changes).
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r2930 | helixhorned | 2012-08-19 05:59:03 -0700 (Sun, 19 Aug 2012) | 4 lines

player.c: In G_DrawTileScaled, lose bit 1024 (prior to r1658, bit 256).

I checked all direct and transitive uses of that function and am fairly
confident that it is never used.
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r2929 | helixhorned | 2012-08-19 05:57:57 -0700 (Sun, 19 Aug 2012) | 6 lines

Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.

ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands
using rotatesprite are ANDed with (ROTATESPRITE_MAX-1).  Some of the functions
use ROTATESPRITE_MAX for different internal purposes, which will not be exposed
to CON now (a good thing).  Also, dorotspr_handle_bit2 is made clearer.
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r2928 | helixhorned | 2012-08-19 05:56:51 -0700 (Sun, 19 Aug 2012) | 6 lines

Clean up a couple of rotatesprite uses.

The black translucent background underneath the user map list will now
be drawn with a shade 32 tile 0 instead of tile BLANK, since I've seen
the latter being replaced in some mod. Also, it will look the same
regardless of screen aspect.
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r2927 | helixhorned | 2012-08-19 05:55:45 -0700 (Sun, 19 Aug 2012) | 3 lines

Restucture dorotspr_handle_bit2().

This also fixes the OSD with aspects < 4/3. I broke that, too.
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r2926 | helixhorned | 2012-08-19 05:55:35 -0700 (Sun, 19 Aug 2012) | 4 lines

Always draw the full original status bar fully instead of in patches.

It seems like I broke the blitty/patchy way of drawing it with one of
the last commits.
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r2925 | helixhorned | 2012-08-19 05:54:30 -0700 (Sun, 19 Aug 2012) | 1 line

Some g_netServer || g_netServer --> g_netServer.
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r2924 | helixhorned | 2012-08-19 05:53:24 -0700 (Sun, 19 Aug 2012) | 5 lines

In places where fullscreen tiles are drawn (logo etc.), use clearallviews().

This really fixes clearing the borders to the left and right with widescreen
and hud_bgstretch=0.  Also, it seems to fix glitches when the "screen size"
is small (ud.screen_size is large).
------------------------------------------------------------------------
r2923 | helixhorned | 2012-08-19 05:52:18 -0700 (Sun, 19 Aug 2012) | 1 line

Lunatic: rotatesprite+test, player access, misc.
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r2922 | helixhorned | 2012-08-19 05:52:10 -0700 (Sun, 19 Aug 2012) | 1 line

mdsprite.c: factor out two instances of identical code.
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r2921 | helixhorned | 2012-08-19 05:51:04 -0700 (Sun, 19 Aug 2012) | 5 lines

Clean up handling of widescreen bits in dorotatesprite functions.

Don't call setaspect from them, because the only thing that's needed is
(in classic) yxaspect and xyaspect.  Pass these from the helper function
defined earlier instead.
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r2920 | helixhorned | 2012-08-19 05:50:42 -0700 (Sun, 19 Aug 2012) | 1 line

player.c: fix a check of md_tilehasmodel return value against >0 (should be >=0)
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r2919 | helixhorned | 2012-08-19 05:49:37 -0700 (Sun, 19 Aug 2012) | 1 line

Clean up polymost_dorotatesprite a little (triv. changes only)
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r2918 | helixhorned | 2012-08-19 05:48:31 -0700 (Sun, 19 Aug 2012) | 5 lines

In polymost_dorotatesprite, don't set [xy]dimen to [xy]dim temporarily.

This fixes stuff like the HUD chaingun with widescreen and small "screen sizes"
(in-game viewport). It also makes rotatesprite behave more like classic overall.
I have no idea why it was there in the first place.
------------------------------------------------------------------------
r2917 | helixhorned | 2012-08-19 05:47:55 -0700 (Sun, 19 Aug 2012) | 1 line

Clean up player.c's weapon display code (no functional changes).
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