record shields if player is invulnerable to get proper shield display in demo playback if player respawns with invulnerability on

This commit is contained in:
zicodxx 2012-04-07 16:13:12 +02:00
parent d0ddf0362a
commit a22b6aa6ec
2 changed files with 9 additions and 11 deletions

View file

@ -5,6 +5,7 @@ D2X-Rebirth Changelog
main/fireball.c: in choose_drop_segment let fallback correctly check for reactor segment
2d/font.c, main/piggy.c, misc/strutil.c: removed redundant definitions of FILENAME_LEN
main/multi.c, main/multi.h: fixed glitch when reappear and explode packets are misordered, rendering player invisible
main/gauges.c: record shields if player is invulnerable to get proper shield display in demo playback if player respawns with invulnerability on
20120405
--------

View file

@ -2793,17 +2793,17 @@ void render_gauges()
draw_player_ship(cloak, SHIP_GAUGE_X, SHIP_GAUGE_Y);
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
draw_invulnerable_ship();
} else { // Draw the shield gauge
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_player_shields(shields);
else
draw_shield_bar(shields);
}
draw_numerical_display(shields, energy);
if (Newdemo_state==ND_STATE_RECORDING)
{
newdemo_record_player_shields(shields);
newdemo_record_player_flags(Players[Player_num].flags);
}
draw_keys();
show_homing_warning();
@ -2824,19 +2824,16 @@ void render_gauges()
draw_player_ship(cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
{
draw_invulnerable_ship();
}
else
{ // Draw the shield gauge
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_player_shields(shields);
sb_draw_shield_bar(shields);
}
sb_draw_shield_num(shields);
if (Newdemo_state==ND_STATE_RECORDING)
{
newdemo_record_player_shields(shields);
newdemo_record_player_flags(Players[Player_num].flags);
}
sb_draw_keys();
sb_show_lives();