Feature #1669
Invisibility affects player automap arrow (option)
Status:
Rejected
Priority:
Low
Assignee:
-
Category:
Vanilla emulation
Target version:
-
Start date:
2013-11-25
% Done:
0%
Description
Pretty much what the subject states; if the player is under the effect of an Blur Artefact or Shadow Sphere, the player's arrow on the automap becomes transparent instead of the usual white.
History
#1
Updated by danij almost 12 years ago
The automap apes vanilla:
linuxdoom-1.10 source, am_map.c line 1242
void AM_drawPlayers(void)
{
int i;
player_t* p;
static int their_colors[] = { GREENS, GRAYS, BROWNS, REDS };
int their_color = -1;
int color;
if (!netgame)
{
if (cheating)
AM_drawLineCharacter
(cheat_player_arrow, NUMCHEATPLYRLINES, 0,
plr->mo->angle, WHITE, plr->mo->x, plr->mo->y);
else
AM_drawLineCharacter
(player_arrow, NUMPLYRLINES, 0, plr->mo->angle,
WHITE, plr->mo->x, plr->mo->y);
return;
}
for (i=0;i<MAXPLAYERS;i++)
{
their_color++;
p = &players[i];
if ( (deathmatch && !singledemo) && p != plr)
continue;
if (!playeringame[i])
continue;
if (p->powers[pw_invisibility])
color = 246; // *close* to black <------ see
else
color = their_colors[their_color];
AM_drawLineCharacter
(player_arrow, NUMPLYRLINES, 0, p->mo->angle,
color, p->mo->x, p->mo->y);
}
}
#2
Updated by vermil almost 12 years ago
Interesting; the automap arrow doesn't change colour in 1.9 in Dosbox.
#3
Updated by skyjake almost 12 years ago
- Tags set to Gameplay, Automap, Doom
- Tracker changed from Bug to Feature
- Subject changed from Invisibility affects player automap arrow to Invisibility affects player automap arrow (option)
- Category set to Vanilla emulation
- Priority changed from Normal to Low
Since this appears to be a purposeful feature of linuxdoom, I'm converting this to a vanilla compatibility feature request.
#4
Updated by skyjake almost 6 years ago
- Status changed from New to Rejected