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 about 11 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 about 11 years ago
Interesting; the automap arrow doesn't change colour in 1.9 in Dosbox.
#3
Updated by skyjake about 11 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 about 5 years ago
- Status changed from New to Rejected