Delete seenames code

We had SEENAMES disabled before, and vanilla removed the define, so I went ahead and removed it. Repurposed the old seenames console variable for our nametags.
This commit is contained in:
Sally Coolatta 2021-02-28 21:27:23 -05:00
parent 4c9aceded1
commit 20e2c78331
10 changed files with 8 additions and 106 deletions

View file

@ -134,9 +134,6 @@ static INT16 consistancy[TICQUEUE];
static UINT8 player_joining = false;
UINT8 hu_redownloadinggamestate = 0;
// kart, true when a player is connecting or disconnecting so that the gameplay has stopped in its tracks
UINT8 hu_stopped = 0;
UINT8 adminpassmd5[16];
boolean adminpasswordset = false;
@ -5320,14 +5317,8 @@ void TryRunTics(tic_t realtics)
}
#endif
if (neededtic > gametic)
{
hu_stopped = false;
}
if (player_joining)
{
hu_stopped = true;
return;
}
@ -5360,10 +5351,6 @@ void TryRunTics(tic_t realtics)
break;
}
}
else
{
hu_stopped = true;
}
}

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@ -258,9 +258,7 @@ consvar_t cv_startinglives = CVAR_INIT ("startinglives", "3", CV_NETVAR|CV_CHEAT
static CV_PossibleValue_t respawntime_cons_t[] = {{1, "MIN"}, {30, "MAX"}, {0, "Off"}, {0, NULL}};
consvar_t cv_respawntime = CVAR_INIT ("respawndelay", "1", CV_NETVAR|CV_CHEAT, respawntime_cons_t, NULL);
static CV_PossibleValue_t seenames_cons_t[] = {{0, "Off"}, {1, "Colorless"}, {2, "Team"}, {3, "Ally/Foe"}, {0, NULL}};
consvar_t cv_seenames = CVAR_INIT ("seenames", "Off", CV_SAVE, seenames_cons_t, NULL);
consvar_t cv_allowseenames = CVAR_INIT ("allowseenames", "No", CV_NETVAR, CV_YesNo, NULL);
consvar_t cv_seenames = CVAR_INIT ("seenames", "On", CV_SAVE, CV_OnOff, NULL);
// names
consvar_t cv_playername[MAXSPLITSCREENPLAYERS] = {
@ -742,8 +740,6 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_showping);
CV_RegisterVar(&cv_showviewpointtext);
CV_RegisterVar(&cv_allowseenames);
CV_RegisterVar(&cv_dummyconsvar);
#ifdef USE_STUN

View file

@ -27,7 +27,7 @@ extern consvar_t cv_followercolor[MAXSPLITSCREENPLAYERS];
// preferred number of players
extern consvar_t cv_splitplayers;
extern consvar_t cv_seenames, cv_allowseenames;
extern consvar_t cv_seenames;
extern consvar_t cv_usemouse;
extern consvar_t cv_usejoystick[MAXSPLITSCREENPLAYERS];
extern consvar_t cv_joyscale[MAXSPLITSCREENPLAYERS];

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@ -4604,9 +4604,6 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_DEBTSPIKEC",
"S_DEBTSPIKED",
"S_DEBTSPIKEE",
// Seenames
"S_NAMECHECK",
};
// RegEx to generate this from info.h: ^\tMT_([^,]+), --> \t"MT_\1",
@ -5690,9 +5687,6 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_PAPERITEMSPOT",
"MT_BEAMPOINT",
// Seenames
"MT_NAMECHECK",
};
const char *const MOBJFLAG_LIST[] = {

View file

@ -187,7 +187,6 @@ void G_AddGametypeConstant(INT16 gtype, const char *newgtconst);
void G_UpdateGametypeSelections(void);
void G_AddTOL(UINT32 newtol, const char *tolname);
void G_AddGametypeTOL(INT16 gtype, UINT32 newtol);
//void G_SetGametypeDescription(INT16 gtype, char *descriptiontext, UINT8 leftcolor, UINT8 rightcolor);
INT32 G_GetGametypeByName(const char *gametypestr);
boolean G_IsSpecialStage(INT32 mapnum);
boolean G_GametypeUsesLives(void);

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@ -5194,8 +5194,6 @@ state_t states[NUMSTATES] =
{SPR_DEBT, 7|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_DEBTSPIKED}, // S_DEBTSPIKEC
{SPR_DEBT, 6|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_DEBTSPIKEE}, // S_DEBTSPIKED
{SPR_DEBT, 7|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_DEBTSPIKE1}, // S_DEBTSPIKEE
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
};
mobjinfo_t mobjinfo[NUMMOBJTYPES] =
@ -28928,33 +28926,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOCLIPTHING|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_NAMECHECK
-1, // doomednum
S_NAMECHECK, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
60*FRACUNIT, // speed
30*FRACUNIT, // radius
40*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY|MF_NOSECTOR, // flags
S_NULL // raisestate
},
};
skincolor_t skincolors[MAXSKINCOLORS] = {

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@ -5599,8 +5599,6 @@ typedef enum state
S_DEBTSPIKED,
S_DEBTSPIKEE,
S_NAMECHECK,
S_FIRSTFREESLOT,
S_LASTFREESLOT = S_FIRSTFREESLOT + NUMSTATEFREESLOTS - 1,
NUMSTATES

View file

@ -2629,6 +2629,11 @@ static void K_drawKartPlayerCheck(void)
static boolean K_ShowPlayerNametag(player_t *p)
{
if (cv_seenames.value == 0)
{
return false;
}
if (demo.playback == true && demo.freecam == true)
{
return true;
@ -2639,7 +2644,7 @@ static boolean K_ShowPlayerNametag(player_t *p)
return false;
}
if (gametype == GT_RACE)
if (gametyperules & GTR_CIRCUIT)
{
if ((p->kartstuff[k_position] < stplyr->kartstuff[k_position]-2)
|| (p->kartstuff[k_position] > stplyr->kartstuff[k_position]+2))

View file

@ -4266,30 +4266,6 @@ void P_PlayerThink(player_t *player)
player->playerstate = PST_DEAD;
}
if (netgame && player == &players[displayplayers[0]] && !(leveltime % (TICRATE/5)) && !r_splitscreen)
{
seenplayer = NULL;
if (cv_seenames.value && cv_allowseenames.value)
{
mobj_t *mo = P_SpawnNameFinder(player->mo, MT_NAMECHECK);
if (mo)
{
short int i;
mo->flags |= MF_NOCLIPHEIGHT;
for (i = 0; i < 32; i++)
{
// Debug drawing
// if (i&1)
// P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
if (P_RailThinker(mo))
break; // mobj was removed (missile hit a wall) or couldn't move
}
}
}
}
if (player->mo->hitlag > 0)
{
return;

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@ -1033,30 +1033,6 @@ void ST_Drawer(void)
{
boolean stagetitle = false; // Decide whether to draw the stage title or not
if (cv_seenames.value && cv_allowseenames.value && displayplayers[0] == consoleplayer && seenplayer && seenplayer->mo)
{
INT32 c = 0;
switch (cv_seenames.value)
{
case 1: // Colorless
break;
case 2: // Team
if (G_GametypeHasTeams())
c = (seenplayer->ctfteam == 1) ? V_REDMAP : V_BLUEMAP;
break;
case 3: // Ally/Foe
default:
// Green = Ally, Red = Foe
if (G_GametypeHasTeams())
c = (players[consoleplayer].ctfteam == seenplayer->ctfteam) ? V_GREENMAP : V_REDMAP;
else // Everyone is an ally, or everyone is a foe!
c = (G_RingSlingerGametype()) ? V_REDMAP : V_GREENMAP;
break;
}
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2 + 15, V_HUDTRANSHALF|c, player_names[seenplayer-players]);
}
// Doom's status bar only updated if necessary.
// However, ours updates every frame regardless, so the "refresh" param was removed
//(void)refresh;