------------------------------------------------------------------------ r2957 | helixhorned | 2012-08-22 15:51:38 -0700 (Wed, 22 Aug 2012) | 1 line Pack how many players fake multi was started with into g_fakeMultiMode. ------------------------------------------------------------------------ r2956 | helixhorned | 2012-08-22 15:50:32 -0700 (Wed, 22 Aug 2012) | 3 lines splitscreen: don't wrongly change pitch for sounds originating from 2nd player. For example, if the first one is underwater. ------------------------------------------------------------------------ r2955 | helixhorned | 2012-08-22 15:49:27 -0700 (Wed, 22 Aug 2012) | 5 lines splitscreen: tweak base palette application, remove resp. code from splitscr.con. Basically, base palettes with lower indices trump higher ones. For example, when one player is underwater and the other above, the normal palette takes precedence. ------------------------------------------------------------------------ r2954 | helixhorned | 2012-08-22 15:48:21 -0700 (Wed, 22 Aug 2012) | 9 lines Generalize fullscreen tint application to more than one tint. Currently, the only kinds of tint that can be applied simultaneously are one "palfrom" per player, plus one loogie tint per player. Each palfrom still overrides the preceding one. However, this is not a big problem IMO since palfroms decrease at the same rate (loogie tint decreases at half the speed). This change is especially good for the splitscreen mod, since now the tints of the two players won't compete with each other. See the comment in the source for some properties of the blending formula. ------------------------------------------------------------------------ r2953 | helixhorned | 2012-08-22 15:47:16 -0700 (Wed, 22 Aug 2012) | 1 line Don't clear loogie tint transiently on changing palette. ------------------------------------------------------------------------ r2952 | helixhorned | 2012-08-22 15:46:09 -0700 (Wed, 22 Aug 2012) | 4 lines Keep full-screen tints through palette changes again. A debug macro to test tints being stuck at the least intense non-zero value is provided in engine.c. ------------------------------------------------------------------------