//qboolean scr_drawloading;
//float scr_disabled_time;
-static byte menuplyr_pixels[4096];
+static qbyte menuplyr_pixels[4096];
/*
===============================================================================
}
//only used for the player color selection menu
-void DrawQ_PicTranslate (int x, int y, char *picname, byte *translation)
+void DrawQ_PicTranslate (int x, int y, char *picname, qbyte *translation)
{
int i, c;
unsigned int trans[4096];
trans[i] = d_8to24table[translation[menuplyr_pixels[i]]];
// FIXME: this is renderer stuff?
- R_UpdateTexture (pic->tex, (byte *)trans);
+ R_UpdateTexture (pic->tex, (qbyte *)trans);
DrawQ_Pic(x, y, picname, 0, 0, 1, 1, 1, 1, 0);
}
r_refdef.x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width) + vid.realx;
r_refdef.y = bound(0, r_refdef.y, vid.realheight - r_refdef.height) + vid.realy;
- r_refdef.fov_x = scr_fov.value;
+ // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+ r_refdef.fov_x = scr_fov.value * cl.viewzoom;
r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
if (cl.worldmodel)
void SHOWLMP_decodehide(void)
{
int i;
- byte *lmplabel;
+ qbyte *lmplabel;
lmplabel = MSG_ReadString();
for (i = 0;i < SHOWLMP_MAXLABELS;i++)
if (showlmp[i].isactive && strcmp(showlmp[i].label, lmplabel) == 0)
void SHOWLMP_decodeshow(void)
{
int i, k;
- byte lmplabel[256], picname[256];
+ qbyte lmplabel[256], picname[256];
float x, y;
strcpy(lmplabel,MSG_ReadString());
strcpy(picname, MSG_ReadString());