New credits

This commit is contained in:
a1batross 2016-02-21 01:46:21 +03:00
parent 4355c377f4
commit babe7aba13

View File

@ -22,33 +22,53 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "basemenu.h"
#include "utils.h"
#define UI_CREDITS_PATH "credits.txt"
#define UI_CREDITS_MAXLINES 2048
static const char *uiCreditsDefault[] =
{
"CS16Client v0.1",
"Build Date:" __DATE__ " " __TIME__ ,
"",
"Developers: ",
"a1batross and mittorn",
"",
"Beta-testers:",
"ahsim, SergioPoverony, 1.kirill, Messi",
"GFOXSH, Romka_ZVO, cerg2010cerg2010, MakcuM56",
"akhmamir, valera0141, konnor512, Pho[en]ix",
"bayan47, mars873, art-sorokin, lewa_j",
"ANIME_lover, yaruhkincssv34, kakashka99, THE_Swank",
"namotrasnik, artslay, Se Android 2.2, Smoke-Bomb",
"a1batross",
"mittorn",
"jeefo",
"",
"Big thanks to Valve Corporation for Counter-Strike",
"Uncle Mike for this powerful engine",
"and Nagist for cs16nd",
"",
"Copyright SDLash3D Team 2015 (C)",
"Touch & GFX: "
"SergioPoverony",
"ahsim",
"",
"Beta-testers:",
"1.kirill",
"Romka_ZVO",
"WolfReiser"
"MakcuM56",
"Mr.Lightning Bolt",
"Kirpich",
"MeL0maN",
"LordAlfaruh",
"Velaron",
"KOBL1CK",
"Rediska_Morkovka",
"IcE",
"CSPlayer",
"Zu1iN~Mage",
"lewa_j",
"Cosmo",
"Maks56873",
"THE-Swank",
"Namatrasnik",
"picos",
"",
"Big thanks to Valve Corporation for Counter-Strike",
"Uncle Mike for this powerful engine",
"Nagist and s1lentq for successful game researching",
"Spirit of Half-Life developers for rain code",
"hzqst for studio render code",
"",
"Copyright SDLash3D Team 2015-2016 (C)",
"SDLash3D is not affiliated with Valve or any of their partners.",
"All copyrights reserved to their respective owners.",
0
"Thanks for playing!",
NULL
};
typedef struct
@ -75,18 +95,13 @@ UI_Credits_DrawFunc
static void UI_Credits_DrawFunc( void )
{
int i, y;
float speed = 40.0f;
int w = UI_MED_CHAR_WIDTH;
int h = UI_MED_CHAR_HEIGHT;
float speed = 32.0f * (768.0f / ScreenHeight);
int w = UI_SMALL_CHAR_WIDTH;
int h = UI_SMALL_CHAR_HEIGHT;
int color = 0x00FFA000;
// draw the background first
/*if( !uiCredits.finalCredits && !CVAR_GET_FLOAT( "cl_background" ))
UI_DrawPic( 0, 0, 1024 * uiStatic.scaleX, 768 * uiStatic.scaleY, uiColorWhite, ART_BACKGROUND );
else speed = 45.0f; // syncronize with final background track :-)*/
// otherwise running on cutscene
speed = 32.0f * (768.0f / ScreenHeight);
UI_FillRect( 0, 0, ScreenWidth, ScreenHeight, uiColorBlack );
// now draw the credits
UI_ScaleCoords( NULL, NULL, &w, &h );
@ -112,8 +127,6 @@ static void UI_Credits_DrawFunc( void )
if( y < 0 && UnpackAlpha( color ) == 0 )
{
uiCredits.active = false; // end of credits
if( uiCredits.finalCredits )
HOST_ENDGAME( gMenu.m_gameinfo.title );
}
if( !uiCredits.active )