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[Tutorial] Supress the status bar during Get Psyched
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Andy_Nonymous
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PostPosted: Fri Jan 16, 2009 12:28 pm
   Subject: [Tutorial] Supress the status bar during Get Psyched
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A couple of people have expressed interest in this one. It has been tested with the plain Wolf4SDL source.

In WL_INTER.CPP:

In PreLoadGraphics change:
::: CODE :::
  VWB_BarScaledCoord (0, 0, screenWidth, screenHeight - scaleFactor * (STATUSLINES - 1), bordercol);
to
::: CODE :::
  VWB_BarScaledCoord (0, 0, screenWidth, screenHeight, bordercol);

towards the end of PreLoadGraphics change:
::: CODE :::
  VW_FadeOut();

  DrawPlayBorder ();
  VW_UpdateScreen ();
to
::: CODE :::
  VW_FadeOut();

  ClearMemory ();
  VWB_BarScaledCoord (0, 0, screenWidth, screenHeight - scaleFactor * (STATUSLINES -1), bordercol);
  SETFONTCOLOR(0,15);
  IN_ClearKeysDown();
  DrawPlayScreen ();

//   DrawPlayBorder ();
  VW_UpdateScreen ();

Save and re-compile. This is enough to get rid of the status bar during Get Psyched.

==============================================================

Bonus: If you want to "Get Psyched" after the player gets killed (as in Mac-enstein):

In WL_GAME.CPP:

In Died, at the end, comment out the following:
::: CODE :::
       if(viewsize != 21)
       {
           DrawKeys ();
           DrawWeapon ();
           DrawAmmo ();
           DrawHealth ();
           DrawFace ();
           DrawLives ();
       }
to
::: CODE :::
//        if(viewsize != 21)     
//        {                       
//            DrawKeys ();
//            DrawWeapon ();
//            DrawAmmo ();
//            DrawHealth ();
//            DrawFace ();
//            DrawLives ();
//        }

NOTE: don't forget that ending bracket; it is the first of three closing ones! Wink

In GameLoop near the beginning, comment out two lines:
::: CODE :::
restartgame:
   ClearMemory ();
   SETFONTCOLOR(0,15);
   VW_FadeOut();
   DrawPlayScreen ();
   died = false;
to
::: CODE :::
restartgame:
   ClearMemory ();
   SETFONTCOLOR(0,15);
//    VW_FadeOut();
//    DrawPlayScreen ();
   died = false;

further down in GameLoop, change:
::: CODE :::
       if (!died)
           PreloadGraphics ();             // TODO: Let this do something useful!
       else
           died = false;
to
::: CODE :::
    PreloadGraphics ();             
//   if (!died)
//            PreloadGraphics ();             // TODO: Let this do something useful!
//        else
     if (died)                   
         died = false;

Save and re-compile. Now "Get Psyched" will play with each re-start after a death.

Enjoy!

Andy
Raziel
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PostPosted: Fri Jan 16, 2009 2:11 pm
   Subject: Re: [Tutorial] Supress the status bar during Get Psyched
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haha I thought it'll be a matter of time until you'll post this tutorial Wink
great man. Beer

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Raziel A.
Tricob
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PostPosted: Fri Jan 16, 2009 7:09 pm
   Subject: Re: [Tutorial] Supress the status bar during Get Psyched
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Thanks, Andy; you've saved me a lot of time. I'd actually planned to make a change like this for Sonder4SDL, only now I don't have to do any debugging. Smile
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