When displaying kill goals in game rules, value must be multiplied by 5 to show the correct limit

This commit is contained in:
zicodxx 2011-01-14 17:54:31 +01:00
parent 2ba4206e15
commit ba74b14753
3 changed files with 4 additions and 3 deletions

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@ -5,7 +5,8 @@ D2X-Rebirth Changelog
arch/include/event.h, arch/include/key.h, arch/include/mouse.h, arch/sdl/event.c, arch/sdl/key.c, arch/sdl/mouse.c, editor/med.c, include/ui.h, main/automap.c, main/credits.c, main/escort.c, main/gamecntl.c, main/inferno.c, main/inferno.h, main/kconfig.c, main/kmatrix.c, main/menu.c, main/movie.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/scores.c, main/titles.c, ui/file.c, ui/keypress.c, ui/menu.c, ui/menubar.c, ui/message.c, ui/mouse.c, ui/popup.c, ui/window.c: For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle)
main/fireball.c, main/gamesave.c, main/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/object.c, main/object.h: Fixing code used for capping powerups in multiplayer - it was not correctly conting 4pack powerups; Cleaned up this code a bit and added more consistent naming convention for functions to maybe make it more understandable; Removed MULTI_PROTO_D2X_VER define as it's not needed
main/gamesave.c, main/multi.c, main/object.h: In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSE
main/gameseq.c: Using timer_query() instead of clock() in InitPlayerPositions(); Also decreasing check value für closest_dist to D1-level to actually make it less likely to start at total random unchecked location where another player could be
main/gameseq.c: Using timer_query() instead of clock() in InitPlayerPositions(); Also decreasing check value for closest_dist to D1-level to actually make it less likely to start at total random unchecked location where another player could be
main/net_ipx.c, main/net_udp.c: When displaying kill goals in game rules, value must be multiplied by 5 to show the correct limit
20110111
--------

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@ -5507,7 +5507,7 @@ static int show_game_rules_handler(window *wind, d_event *event, netgame_info *n
gr_set_fontcolor(BM_XRGB(255,255,255),-1);
gr_printf( FSPACX(115),FSPACY( 35), "%i Min", netgame->control_invul_time/F1_0/60);
gr_printf( FSPACX(115),FSPACY( 41), "%i Min", netgame->PlayTimeAllowed*5);
gr_printf( FSPACX(115),FSPACY( 47), "%i", netgame->KillGoal);
gr_printf( FSPACX(115),FSPACY( 47), "%i", netgame->KillGoal*5);
gr_printf( FSPACX(115),FSPACY( 53), "%s", netgame->protocol.ipx.ShortPackets?"ON":"OFF");
gr_printf( FSPACX(115),FSPACY( 59), "%i", netgame->PacketsPerSec);
gr_printf( FSPACX(275),FSPACY( 35), netgame->InvulAppear?"ON":"OFF");

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@ -4935,7 +4935,7 @@ static int show_game_rules_handler(window *wind, d_event *event, netgame_info *n
gr_set_fontcolor(BM_XRGB(255,255,255),-1);
gr_printf( FSPACX(115),FSPACY( 35), "%i Min", netgame->control_invul_time/F1_0/60);
gr_printf( FSPACX(115),FSPACY( 41), "%i Min", netgame->PlayTimeAllowed*5);
gr_printf( FSPACX(115),FSPACY( 47), "%i", netgame->KillGoal);
gr_printf( FSPACX(115),FSPACY( 47), "%i", netgame->KillGoal*5);
gr_printf( FSPACX(115),FSPACY( 53), "%i", netgame->PacketsPerSec);
gr_printf( FSPACX(275),FSPACY( 35), netgame->InvulAppear?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 41), netgame->Allow_marker_view?"ON":"OFF");