diff --git a/CHANGELOG.txt b/CHANGELOG.txt index c5d8784a7..d943a843c 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -6,6 +6,7 @@ main/fireball.c: made choose_drop_segment more similar to D2X-Rebirth and let fa 2d/font.c: made code more similar to D2X-Rebirth by introducing open_font which allows to keep track of font_data and free it properly 2d/font.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 -------- diff --git a/main/gauges.c b/main/gauges.c index 04e425ac6..458f9a11a 100644 --- a/main/gauges.c +++ b/main/gauges.c @@ -2481,17 +2481,16 @@ void render_gauges() show_bomb_count(HUD_SCALE_X(BOMB_COUNT_X), HUD_SCALE_Y(BOMB_COUNT_Y), gr_find_closest_color(0, 0, 0), 0, 0); 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) + if (Newdemo_state == ND_STATE_RECORDING) + { + newdemo_record_player_shields(shields); newdemo_record_player_flags(Players[Player_num].flags); + } draw_keys(); show_homing_warning(); @@ -2508,19 +2507,16 @@ 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();