remove "Animated Health/Armor Count" feature (#2222)

I expect that people who value this kind of feature are already running Nugget Doom anyway.
This commit is contained in:
Fabian Greffrath 2025-03-18 08:08:26 +01:00 committed by GitHub
parent c529f82f0f
commit 8cd06b0d69
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GPG Key ID: B5690EEEBB952194
3 changed files with 2 additions and 50 deletions

View File

@ -1856,8 +1856,6 @@ static setup_menu_t stat_settings1[] = {
{"Solid Background Color", S_ONOFF, H_X, M_SPC, {"st_solidbackground"},
.action = RefreshSolidBackground},
{"Animated Health/Armor Count", S_ONOFF, H_X, M_SPC, {"hud_animated_counts"}},
MI_RESET,
MI_END

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@ -172,7 +172,6 @@ typedef struct
int maxlength;
int value;
int numvalues;
int oldvalue;
int xoffset;
} sbe_number_t;

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@ -106,9 +106,6 @@
// graphics are drawn to a backing screen and blitted to the real screen
static pixel_t *st_backing_screen = NULL;
// [Alaux]
static boolean hud_animated_counts;
static boolean sts_colored_numbers;
static boolean sts_pct_always_gray;
@ -432,31 +429,6 @@ static boolean CheckConditions(sbarcondition_t *conditions, player_t *player)
return result;
}
// [Alaux]
static int SmoothCount(int shownval, int realval)
{
int step = realval - shownval;
if (!hud_animated_counts || !step)
{
return realval;
}
else
{
int sign = step / abs(step);
step = BETWEEN(1, 7, abs(step) / 20);
shownval += (step + 1) * sign;
if ((sign > 0 && shownval > realval)
|| (sign < 0 && shownval < realval))
{
shownval = realval;
}
return shownval;
}
}
static int ResolveNumber(sbe_number_t *number, player_t *player)
{
int result = 0;
@ -465,21 +437,11 @@ static int ResolveNumber(sbe_number_t *number, player_t *player)
switch (number->type)
{
case sbn_health:
if (number->oldvalue == -1)
{
number->oldvalue = player->health;
}
result = SmoothCount(number->oldvalue, player->health);
number->oldvalue = result;
result = player->health;
break;
case sbn_armor:
if (number->oldvalue == -1)
{
number->oldvalue = player->armorpoints;
}
result = SmoothCount(number->oldvalue, player->armorpoints);
number->oldvalue = result;
result = player->armorpoints;
break;
case sbn_frags:
@ -1081,11 +1043,6 @@ static void ResetElem(sbarelem_t *elem, player_t *player)
}
break;
case sbe_number:
case sbe_percent:
elem->subtype.number->oldvalue = -1;
break;
case sbe_widget:
elem->subtype.widget->duration_left = 0;
break;
@ -1909,8 +1866,6 @@ void ST_BindSTSVariables(void)
M_BindBool("st_solidbackground", &st_solidbackground, NULL,
false, ss_stat, wad_no,
"Use solid-color borders for the status bar in widescreen mode");
M_BindBool("hud_animated_counts", &hud_animated_counts, NULL,
false, ss_stat, wad_no, "Animated health/armor counts");
M_BindBool("hud_armor_type", &hud_armor_type, NULL, true, ss_none, wad_no,
"Armor count is colored based on armor type");
M_BindNum("health_red", &health_red, NULL, 25, 0, 200, ss_none, wad_yes,