*** empty log message ***

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@889 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2007-04-02 11:26:00 +00:00
parent c2a41273c8
commit 5d5a1e7209
2 changed files with 24 additions and 23 deletions
+1 -1
View File
@@ -33,7 +33,7 @@ void renderclient(playerent *d, char *mdlname, char *vwepname, int tex)
else if(d->state==CS_EDITING) { anim = ANIM_JUMP|ANIM_END; }
else if(d->state==CS_LAGGED) { anim = ANIM_SALUTE|ANIM_LOOP; }
else if(lastmillis-d->lastpain<300) { anim = ANIM_PAIN; speed = 300.0f/4; varseed += d->lastpain; basetime = d->lastpain; }
else if(!d->onfloor && d->timeinair>0) { anim = ANIM_JUMP|ANIM_END; }
else if(!d->onfloor && d->timeinair>50) { anim = ANIM_JUMP|ANIM_END; }
else if(d->gunselect==d->lastattackgun && lastmillis-d->lastaction<300)
{ anim = ANIM_ATTACK; speed = 300.0f/8; basetime = d->lastaction; }
else if(!d->move && !d->strafe) { anim = ANIM_IDLE|ANIM_LOOP; }
+23 -22
View File
@@ -597,28 +597,29 @@ void addgib(playerent *d)
void loadingscreen()
{
static Texture *logo = NULL;
if(!logo) logo = textureload("packages/misc/startscreen.png", false);
if(logo)
if(!logo) logo = textureload("packages/misc/startscreen.png");
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0, 0, 0, 1);
glColor3f(1, 1, 1);
loopi(2)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glClearColor(0, 0, 0, 1);
loopi(2)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT);
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
quad(logo->id, (VIRTW-VIRTH)/2, 0, VIRTH, 0, 0, 1);
SDL_GL_SwapBuffers();
}
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glClear(GL_COLOR_BUFFER_BIT);
quad(logo->id, (VIRTW-VIRTH)/2, 0, VIRTH, 0, 0, 1);
SDL_GL_SwapBuffers();
}
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
}