SBARINFO

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: SBARINFO

Re: SBARINFO

by Nash » Tue Jun 03, 2008 4:19 pm

You know what, forget what I said. I guess I really pulled my hair last night trying to figure out how to make my monsters award the players points in their death states without using inventory items (I had a global array score[] which was supposed to keep track of player scores).

I resorted to A_GiveTarget in the monsters' death states...

Re: SBARINFO

by Blzut3 » Tue Jun 03, 2008 3:42 pm

Is there something wrong with using [wiki]PlayerNumber[/wiki]() instead of [wiki]ActivatorTID[/wiki]()? I still don't see the use.

Re: SBARINFO

by Nash » Tue Jun 03, 2008 3:24 pm

Because in most cases, player 1 having a TID of 0 isn't very useful (0 means activator in a lot of functions).

Re: SBARINFO

by Blzut3 » Tue Jun 03, 2008 10:57 am

Nash wrote:Blzut, do you think it would be possible to modify the globalarray command to "offset" the reference for mods that actually give the players a TID?
Why would this be useful?

Re: SBARINFO

by Jimmy » Tue Jun 03, 2008 5:36 am

I see the "powerup time" bars being useful for air counters after submerging in water. :D

Re: SBARINFO

by Nash » Mon Jun 02, 2008 8:44 pm

Blzut, do you think it would be possible to modify the globalarray command to "offset" the reference for mods that actually give the players a TID?

Re: SBARINFO

by Blzut3 » Mon Jun 02, 2008 5:12 pm

Code: Select all

- Fixed: Drawing the amount of an inventory item in the player's inventory did
  not work
- Added: PowerupTime to drawnumber and drawbar.  You must specify a 
  powerupgiver.  Although drawnumber goes in seconds the powerup has left
  drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag.  If an unknown 
  game mode is provided for sbarinfo's gamemode command it will ignore it and
  continue.

Re: SBARINFO

by Blzut3 » Fri May 30, 2008 4:57 pm

Has the patch on the mugshot oddities thread been seen?

Re: SBARINFO

by sniperchance » Wed May 21, 2008 11:01 pm

I should mention that the Ouch face shows up every time you take damage when using the default hard coded Doom status bar, not a reproduction using SBARINFO.

Re: SBARINFO

by Blzut3 » Mon May 19, 2008 3:59 pm

Here is a patch that should fix [r980] Mugshot oddities. Though it also includes anything I worked on since the last update.

Code: Select all

- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style.  This is the only style that is radically 
  different from the others.  First of all it changes the SELECTBO to be 
  INVCURS and draws it before the icons.  Each box is changed to have a width 
  of 35 pixels instead of 31 pixels.  And the INVCURS graphic is drawn at 
  (x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if 
  the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to 
  enter the rampage state.
- Fixed: The ouch state was mostly broken.

Re: SBARINFO

by Graf Zahl » Sun May 18, 2008 9:31 am

I have added it but fortunately SVN has a revert option. ;)

Re: SBARINFO

by Blzut3 » Sun May 18, 2008 9:23 am

Assuming you haven't added the last patch here is a new one with the virtual function.

Re: SBARINFO

by Graf Zahl » Sun May 18, 2008 8:45 am

I think it's best to revert doom_sbar.cpp to its old form and have the class locally defined.

Re: SBARINFO

by Blzut3 » Sun May 18, 2008 7:49 am

Whoops. Forgot that adding a file didn't include it in the diff.

Edit: The virtual function is not a bad idea. Do you want me to get rid of the doom_sbar.h then?

Re: SBARINFO

by Graf Zahl » Sun May 18, 2008 12:59 am

Something seems to be missing. Where's the Doom status bar's class definition? I can't find it.

Also, with this you should make SetMugshotState a virtual function in the base status bar class and remove the runtime class checks in p_acs.cpp.

Top