Commit graph

6 commits

Author SHA1 Message Date
toaster
6f8033ab76 Some preparation for engineering a solution to the rendermode flag/V_*TRANS flag conflict.
* None of the following things (grouped by the fact they fade/slide in) use hardcoded static numbers; they'e now attached to the titlecard ticker.
    * Minimap.
    * All V_HUDTRANS items. (Not add/sub) - this was previously broken entirely
    * FREE PLAY
    * Record Attack Input (no longer slides in at all - needs to be visible from start of play.)
* Fixed a rare case where V_SLIDEIN HUD elements would occasionally jump a step too far.
2021-03-30 22:55:09 +01:00
Sally Coolatta
9ba3e07417 Don't allocate result 2021-02-12 19:34:43 -05:00
Sally Coolatta
6e75b29431 Replace the tracking function with Nev3r's version
Was a long time coming :V

Nev3r's supported different FOV. I also expanded it to let it support splitscreen's different screen sizes in a better fashion than the old method of just dividing the final coordinates.

The results are also stored in a struct, instead of modifying passed in variables, so it's also less dunderheaded than what I was doing before overall.
2021-02-11 15:40:03 -05:00
Sally Coolatta
9efdc98de6 Makes it through all kart files
All that's left is SDL, OGL, maybe also Lua
2020-08-15 04:42:56 -04:00
Sally Coolatta
1500d682d2 hu_stuff & y_inter 2020-08-14 01:06:55 -04:00
Sally Coolatta
3d53adaa2b Sliding HUD
- Split HUD stuff into k_hud.c/h
- V_SPLITSCREEN replaces the old function that sets V_SPLITSCREEN/V_HORZSCREEN flags system, and instead automatically moves it based on player number
- V_SLIDEIN makes HUD items slide in after the intro animation.
2020-07-26 05:47:53 -04:00