diff --git a/src/g_splitscreen.c b/src/g_splitscreen.c index 9127bd18a..939eacef0 100644 --- a/src/g_splitscreen.c +++ b/src/g_splitscreen.c @@ -119,7 +119,7 @@ G_RemovePartyMember (int playernum) } while (i < MAXSPLITSCREENPLAYERS) { - displayplayers[i] = consoleplayer; + displayplayers[i] = displayplayers[0]; i++; } @@ -197,7 +197,7 @@ G_AddPartyMember (int invitation, int playernum) } while (i < MAXSPLITSCREENPLAYERS) { - displayplayers[i] = consoleplayer; + displayplayers[i] = displayplayers[0]; i++; } diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 659af386d..9dd84cddd 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -4144,11 +4144,11 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t angle_t shadowdir; // Set direction - if (splitscreen && stplyr == &players[displayplayers[1]]) + if (r_splitscreen && stplyr == &players[displayplayers[1]]) shadowdir = localangle[1] + FixedAngle(cv_cam2_rotate.value); - else if (splitscreen > 1 && stplyr == &players[displayplayers[2]]) + else if (r_splitscreen > 1 && stplyr == &players[displayplayers[2]]) shadowdir = localangle[2] + FixedAngle(cv_cam3_rotate.value); - else if (splitscreen > 2 && stplyr == &players[displayplayers[3]]) + else if (r_splitscreen > 2 && stplyr == &players[displayplayers[3]]) shadowdir = localangle[3] + FixedAngle(cv_cam4_rotate.value); else shadowdir = localangle[0] + FixedAngle(cv_cam_rotate.value); @@ -5485,7 +5485,7 @@ static void HWR_AddSprites(sector_t *sec) if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) continue; - if (splitscreen) + if (r_splitscreen) { if (thing->eflags & MFE_DRAWONLYFORP1) if (viewssnum != 0) @@ -5495,11 +5495,11 @@ static void HWR_AddSprites(sector_t *sec) if (viewssnum != 1) continue; - if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1) + if (thing->eflags & MFE_DRAWONLYFORP3 && r_splitscreen > 1) if (viewssnum != 2) continue; - if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2) + if (thing->eflags & MFE_DRAWONLYFORP4 && r_splitscreen > 2) if (viewssnum != 3) continue; } @@ -5520,7 +5520,7 @@ static void HWR_AddSprites(sector_t *sec) if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) continue; - if (splitscreen) + if (r_splitscreen) { if (thing->eflags & MFE_DRAWONLYFORP1) if (viewssnum != 0) @@ -5530,11 +5530,11 @@ static void HWR_AddSprites(sector_t *sec) if (viewssnum != 1) continue; - if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1) + if (thing->eflags & MFE_DRAWONLYFORP3 && r_splitscreen > 1) if (viewssnum != 2) continue; - if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2) + if (thing->eflags & MFE_DRAWONLYFORP4 && r_splitscreen > 2) if (viewssnum != 3) continue; } @@ -5971,7 +5971,7 @@ static void HWR_DrawSkyBackground(void) dimensionmultiply = ((float)tex->height/(128.0f*aspectratio)); - if (splitscreen == 1) + if (r_splitscreen == 1) { dimensionmultiply *= 2; angle *= 2; @@ -6043,10 +6043,10 @@ void HWR_SetViewSize(void) gr_viewwidth = (float)vid.width; gr_viewheight = (float)vid.height; - if (splitscreen) + if (r_splitscreen) gr_viewheight /= 2; - if (splitscreen > 1) + if (r_splitscreen > 1) gr_viewwidth /= 2; gr_basecenterx = gr_viewwidth / 2; @@ -6102,13 +6102,13 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) gr_viewwindowy = gr_baseviewwindowy; gr_windowcentery = gr_basewindowcentery; - if ((splitscreen == 1 && viewnumber == 1) || (splitscreen > 1 && viewnumber > 1)) + if ((r_splitscreen == 1 && viewnumber == 1) || (r_splitscreen > 1 && viewnumber > 1)) { gr_viewwindowy += gr_viewheight; gr_windowcentery += gr_viewheight; } - if (splitscreen > 1 && viewnumber & 1) + if (r_splitscreen > 1 && viewnumber & 1) { gr_viewwindowx += gr_viewwidth; gr_windowcenterx += gr_viewwidth; @@ -6150,7 +6150,7 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) atransform.scalez = 1; atransform.fovxangle = fpov; // Tails atransform.fovyangle = fpov; // Tails - atransform.splitscreen = splitscreen; + atransform.splitscreen = r_splitscreen; gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); @@ -6169,7 +6169,7 @@ if (0) HWR_DrawSkyBackground(); //Hurdler: it doesn't work in splitscreen mode - drawsky = splitscreen; + drawsky = r_splitscreen; HWR_ClearSprites(); @@ -6202,11 +6202,11 @@ if (0) // Make a viewangle int so we can render things based on mouselook if (player == &players[consoleplayer]) viewangle = localaiming[0]; - else if (splitscreen && player == &players[displayplayers[1]]) + else if (r_splitscreen && player == &players[displayplayers[1]]) viewangle = localaiming[1]; - else if (splitscreen > 1 && player == &players[displayplayers[2]]) + else if (r_splitscreen > 1 && player == &players[displayplayers[2]]) viewangle = localaiming[2]; - else if (splitscreen > 2 && player == &players[displayplayers[3]]) + else if (r_splitscreen > 2 && player == &players[displayplayers[3]]) viewangle = localaiming[3]; // Handle stuff when you are looking farther up or down. @@ -6336,13 +6336,13 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) gr_viewwindowy = gr_baseviewwindowy; gr_windowcentery = gr_basewindowcentery; - if ((splitscreen == 1 && viewnumber == 1) || (splitscreen > 1 && viewnumber > 1)) + if ((r_splitscreen == 1 && viewnumber == 1) || (r_splitscreen > 1 && viewnumber > 1)) { gr_viewwindowy += gr_viewheight; gr_windowcentery += gr_viewheight; } - if (splitscreen > 1 && viewnumber & 1) + if (r_splitscreen > 1 && viewnumber & 1) { gr_viewwindowx += gr_viewwidth; gr_windowcenterx += gr_viewwidth; @@ -6384,7 +6384,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) atransform.scalez = 1; atransform.fovxangle = fpov; // Tails atransform.fovyangle = fpov; // Tails - atransform.splitscreen = splitscreen; + atransform.splitscreen = r_splitscreen; gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); @@ -6403,7 +6403,7 @@ if (0) HWR_DrawSkyBackground(); //Hurdler: it doesn't work in splitscreen mode - drawsky = splitscreen; + drawsky = r_splitscreen; HWR_ClearSprites(); @@ -6436,11 +6436,11 @@ if (0) // Make a viewangle int so we can render things based on mouselook if (player == &players[consoleplayer]) viewangle = localaiming[0]; - else if (splitscreen && player == &players[displayplayers[1]]) + else if (r_splitscreen && player == &players[displayplayers[1]]) viewangle = localaiming[1]; - else if (splitscreen > 1 && player == &players[displayplayers[2]]) + else if (r_splitscreen > 1 && player == &players[displayplayers[2]]) viewangle = localaiming[2]; - else if (splitscreen > 2 && player == &players[displayplayers[3]]) + else if (r_splitscreen > 2 && player == &players[displayplayers[3]]) viewangle = localaiming[3]; // Handle stuff when you are looking farther up or down. @@ -6920,7 +6920,7 @@ void HWR_DoPostProcessor(player_t *player) postimg_t *type = &postimgtype[0]; UINT8 i; - for (i = splitscreen; i > 0; i--) + for (i = r_splitscreen; i > 0; i--) { if (player == &players[displayplayers[i]]) { @@ -6958,7 +6958,7 @@ void HWR_DoPostProcessor(player_t *player) if(gamestate != GS_INTERMISSION) HWD.pfnMakeScreenTexture(); - if (splitscreen) // Not supported in splitscreen - someone want to add support? + if (r_splitscreen) // Not supported in splitscreen - someone want to add support? return; // Drunken vision! WooOOooo~