Merge branch 'next' into heavyairdrop
This commit is contained in:
commit
06d9a6f3f7
6 changed files with 30 additions and 2 deletions
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@ -181,6 +181,8 @@ INT32 eventhead, eventtail;
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boolean dedicated = false;
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boolean loaded_config = false;
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//
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// D_PostEvent
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// Called by the I/O functions when input is detected
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@ -1664,6 +1666,7 @@ void D_SRB2Main(void)
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M_Init();
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if (!dedicated)
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{
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CV_RegisterVar(&cv_highreshudscale);
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CV_RegisterVar(&cv_ticrate);
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CV_RegisterVar(&cv_accuratefps);
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CV_RegisterVar(&cv_constextsize);
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@ -1793,6 +1796,8 @@ void D_SRB2Main(void)
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savedata.lives = 0; // flag this as not-used
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loaded_config = true; // so pallettechange doesent get called 500 times at startup lol
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CON_SetLoadingProgress(LOADED_CONFIG);
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CONS_Printf("R_InitTextureData()...\n");
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@ -55,6 +55,8 @@ typedef enum
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extern boolean gameconfig_loaded;
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extern tic_t rendergametic;
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extern boolean loaded_config;
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extern char srb2home[256]; //Alam: My Home
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extern boolean usehome; //Alam: which path?
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extern const char *pandf; //Alam: how to path?
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@ -9055,7 +9055,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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if ((!mobj->target || !mobj->target->health || !mobj->target->player || !P_IsObjectOnGround(mobj->target))
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|| !mobj->target->player->drift || !(mobj->target->player->pflags & PF_BRAKEDRIFT)
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|| !((mobj->target->player->cmd.buttons & BT_BRAKE)
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|| (K_GetKartButtons(mobj->target->player) & BT_ACCELERATE))) // Letting go of accel functions about the same as brake-drifting
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|| !(K_GetKartButtons(mobj->target->player) & BT_ACCELERATE))) // Letting go of accel functions about the same as brake-drifting
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{
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P_RemoveMobj(mobj);
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return false;
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@ -68,6 +68,15 @@ consvar_t cv_shittyscreen = CVAR_INIT ("televisionsignal", "Okay", 0, shittyscre
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static CV_PossibleValue_t votescale_cons_t[] = {{0, "Vanilla"}, {1, "Adaptive"}, {2, "VerticalFill"}, {3, "HorizontalFill"}, {0, NULL}};
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consvar_t cv_votebgscaling = CVAR_INIT ("votebgscaling", "Adaptive", CV_SAVE, votescale_cons_t, NULL);
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static void Highreshudscale_OnChange(void);
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static CV_PossibleValue_t highreshudscale_cons_t[] = {{4*FRACUNIT/5, "MIN"}, {6*FRACUNIT/5, "MAX"}, {0, NULL}};
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consvar_t cv_highreshudscale = CVAR_INIT ("highreshudscale", "1", CV_SAVE|CV_FLOAT|CV_CALL|CV_NOINIT|CV_NOSHOWHELP, highreshudscale_cons_t, Highreshudscale_OnChange);
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static void Highreshudscale_OnChange(void)
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{
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SCR_Recalc();
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}
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CV_PossibleValue_t cv_renderer_t[] = {
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{1, "Software"},
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#ifdef HWRENDER
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@ -96,6 +96,7 @@ void SCR_ChangeRenderer(void);
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extern CV_PossibleValue_t cv_renderer_t[];
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extern consvar_t cv_scr_width, cv_scr_height, cv_scr_depth, cv_renderview, cv_renderer, cv_renderhitbox, cv_fullscreen;
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extern consvar_t cv_highreshudscale;
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extern consvar_t cv_vhseffect, cv_shittyscreen, cv_votebgscaling;
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extern consvar_t cv_parallelsoftware;
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extern consvar_t cv_accuratefps;
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@ -15,6 +15,7 @@
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#include "doomdef.h"
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#include "doomtype.h"
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#include "d_main.h"
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#include "r_local.h"
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#include "p_local.h" // stplyr
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#include "g_game.h" // players
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@ -135,7 +136,7 @@ static boolean InitCube(void)
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float globalgammamul, globalgammaoffs;
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boolean doinggamma;
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if (con_startup_loadprogress < LOADED_CONFIG)
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if (loaded_config == false)
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return false;
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#define diffcons(cv) (cv.value != atoi(cv.defaultvalue))
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@ -491,6 +492,8 @@ void V_SetPaletteLump(const char *pal)
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static void CV_palette_OnChange(void)
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{
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if (loaded_config == false)
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return;
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// recalculate Color Cube
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V_ReloadPalette();
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V_SetPalette(0);
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@ -4125,6 +4128,14 @@ void V_Recalc(void)
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#endif
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vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
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if (loaded_config // this could use a better name, since it is more and indicator that early startup is done and its safe to do sketchy shit now :chaosleep:
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&& (vid.width > 720) && (vid.height > 1280)) // ehhhh well this thing has so many issues, so ill lock it to higher resolutions instead
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{
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vid.dupx = vid.dupy = FixedDiv(vid.dupy, cv_highreshudscale.value);
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vid.fdupx = vid.fdupy = FixedDiv(vid.fdupy, cv_highreshudscale.value);
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}
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vid.meddupx = (UINT8)(vid.dupx >> 1) + 1;
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vid.meddupy = (UINT8)(vid.dupy >> 1) + 1;
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