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Minor tweaks
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bradharding committed Oct 13, 2024
1 parent 743a379 commit 947c045
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Showing 3 changed files with 7 additions and 9 deletions.
6 changes: 3 additions & 3 deletions releasenotes.md
Original file line number Diff line number Diff line change
Expand Up @@ -36,13 +36,14 @@
* These changes have been made to the support of `DEHACKED` lumps:
* A bug is fixed whereby a line wouldn’t be parsed in some instances if the previous line was blank.
* If the fists or chainsaw are replaced using `WEAPON`, that weapon can now consume ammo.
* The [fake contrast](https://doomwiki.org/wiki/Fake_contrast) applied to wall textures is now smoother.
* The [fake contrast](https://doomwiki.org/wiki/Fake_contrast) applied to walls at different angles is now more varied.
* A bug is fixed whereby the player’s aim was slightly lower when the `freelook` CVAR was `on` and the `r_screensize` CVAR was `8`.
* These changes have been made to the alternate widescreen HUD:
* The HUD can now be easily accessed along with the default widescreen HUD by pressing the <kbd><b>+</b></kbd> and <kbd><b>&ndash;</b></kbd> keys during a game.
* The weapon silhouette now accurately reflects the pickup sprite for each weapon.
* Certain elements have now either shifted position, increased in size and/or cast a slight shadow.
* The health bar no longer flashes white while it is red and the player picks up some health.
* Pressing the <kbd><b>PRINTSCREEN</b></kbd> key no longer advances the finale.
* The mouse wheel can no longer be used to advance *DOOM II’s* cast sequence.
* The amount of ammo the player has is no longer momentarily translucent in the widescreen HUD at the start of each map if the `animatedstats` CVAR is `on`.
* These changes have been made to the help screen:
Expand All @@ -61,11 +62,10 @@
* The automap now displays correctly when zooming out in very large maps.
* The grid now always covers the entire screen when the `am_rotatemode` CVAR is `on`.
* A bug is fixed whereby the player’s path would stop being drawn after the player teleported and the `am_rotatemode` CVAR was `off`.
* A bug is fixed whereby the player’s path would display incorrectly at the start of a map in some instances.
* A bug is also fixed whereby the player’s path would display incorrectly at the start of a map in some instances.
* The fuzz effect from spectres and the partial invisibility power-up now:
* Doesn't cause the status bar to bleed into the player's view while the console is open.
* Freezes along with everything else when freeze mode is enabled.
* Pressing the <kbd><b>PRINTSCREEN</b></kbd> key no longer advances the finale.

![](https://github.com/bradharding/www.doomretro.com/raw/master/wiki/bigdivider.png)

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2 changes: 1 addition & 1 deletion src/am_map.c
Original file line number Diff line number Diff line change
Expand Up @@ -2019,7 +2019,7 @@ static void AM_DrawPath(void)
end.x = breadcrumb[i].x >> FRACTOMAPBITS;
end.y = breadcrumb[i].y >> FRACTOMAPBITS;

if (i > 1 && (ABS(start.x - end.x) > 4 * FRACUNIT || ABS(start.y - end.y) > 4 * FRACUNIT))
if (ABS(start.x - end.x) > 4 * FRACUNIT || ABS(start.y - end.y) > 4 * FRACUNIT)
continue;

if (am_rotatemode)
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8 changes: 3 additions & 5 deletions src/wi_stuff.c
Original file line number Diff line number Diff line change
Expand Up @@ -909,7 +909,7 @@ static void WI_InitNoState(void)
{
state = NoState;
acceleratestage = false;
cnt = (gamemode == commercial ? TICRATE : 10);
cnt = (gamemode == commercial || animation ? TICRATE : 10);

D_FadeScreen(false);
}
Expand Down Expand Up @@ -1195,12 +1195,10 @@ static void WI_UpdateStats(void)
{
S_StartSound(NULL, sfx_sgcock);

if (NextLocAnimation())
if (NextLocAnimation() || gamemode != commercial)
WI_InitShowNextLoc();
else if (gamemode == commercial)
WI_InitNoState();
else
WI_InitShowNextLoc();
WI_InitNoState();
}
}
else if (sp_state & 1)
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