record shields if player is invulnerable to get proper shield display in demo playback if player respawns with invulnerability on
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@ -6,6 +6,7 @@ main/fireball.c: made choose_drop_segment more similar to D2X-Rebirth and let fa
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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
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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
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2d/font.c, misc/strutil.c: removed redundant definitions of FILENAME_LEN
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2d/font.c, misc/strutil.c: removed redundant definitions of FILENAME_LEN
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main/multi.c, main/multi.h: fixed glitch when reappear and explode packets are misordered, rendering player invisible
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main/multi.c, main/multi.h: fixed glitch when reappear and explode packets are misordered, rendering player invisible
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main/gauges.c: record shields if player is invulnerable to get proper shield display in demo playback if player respawns with invulnerability on
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20120405
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20120405
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--------
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--------
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@ -2481,17 +2481,16 @@ void render_gauges()
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show_bomb_count(HUD_SCALE_X(BOMB_COUNT_X), HUD_SCALE_Y(BOMB_COUNT_Y), gr_find_closest_color(0, 0, 0), 0, 0);
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show_bomb_count(HUD_SCALE_X(BOMB_COUNT_X), HUD_SCALE_Y(BOMB_COUNT_Y), gr_find_closest_color(0, 0, 0), 0, 0);
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draw_player_ship(cloak, SHIP_GAUGE_X, SHIP_GAUGE_Y);
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draw_player_ship(cloak, SHIP_GAUGE_X, SHIP_GAUGE_Y);
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if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
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if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
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draw_invulnerable_ship();
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draw_invulnerable_ship();
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} else { // Draw the shield gauge
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else
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_player_shields(shields);
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draw_shield_bar(shields);
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draw_shield_bar(shields);
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}
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draw_numerical_display(shields, energy);
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draw_numerical_display(shields, energy);
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if (Newdemo_state == ND_STATE_RECORDING)
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if (Newdemo_state == ND_STATE_RECORDING)
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{
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newdemo_record_player_shields(shields);
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newdemo_record_player_flags(Players[Player_num].flags);
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newdemo_record_player_flags(Players[Player_num].flags);
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}
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draw_keys();
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draw_keys();
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show_homing_warning();
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show_homing_warning();
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@ -2508,19 +2507,16 @@ void render_gauges()
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draw_player_ship(cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
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draw_player_ship(cloak, SB_SHIP_GAUGE_X, SB_SHIP_GAUGE_Y);
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if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
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if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
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{
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draw_invulnerable_ship();
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draw_invulnerable_ship();
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}
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else
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else
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{ // Draw the shield gauge
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_player_shields(shields);
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sb_draw_shield_bar(shields);
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sb_draw_shield_bar(shields);
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}
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sb_draw_shield_num(shields);
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sb_draw_shield_num(shields);
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if (Newdemo_state==ND_STATE_RECORDING)
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if (Newdemo_state==ND_STATE_RECORDING)
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{
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newdemo_record_player_shields(shields);
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newdemo_record_player_flags(Players[Player_num].flags);
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newdemo_record_player_flags(Players[Player_num].flags);
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}
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sb_draw_keys();
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sb_draw_keys();
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sb_show_lives();
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sb_show_lives();
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