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authorb_krueger <b_krueger@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-04-12 11:32:06 +0000
committerb_krueger <b_krueger@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-04-12 11:32:06 +0000
commita8f65efc0151cb4da88691af775a1256fcc6b2f1 (patch)
tree32414b3e18b0c729b1ab849ff1534012653df0c5 /game/plugins
parent41faa3f947dc0f5abfe7890a44f295702c43d30e (diff)
downloadusdx-a8f65efc0151cb4da88691af775a1256fcc6b2f1.tar.gz
usdx-a8f65efc0151cb4da88691af775a1256fcc6b2f1.tar.xz
usdx-a8f65efc0151cb4da88691af775a1256fcc6b2f1.zip
BugFix
Plugin 5000points.usdx is now scoring correct Plugin teamduel.usdx now shows both player names (from team 1 and team 2) Maybe, the lua-plugins are not executed atomic (can go wrong on drawing in gl): please verify! git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@2230 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'game/plugins')
-rw-r--r--game/plugins/5000points.usdx4
-rw-r--r--game/plugins/teamduel.usdx5
2 files changed, 4 insertions, 5 deletions
diff --git a/game/plugins/5000points.usdx b/game/plugins/5000points.usdx
index 7ebd23b4..b48984f0 100644
--- a/game/plugins/5000points.usdx
+++ b/game/plugins/5000points.usdx
@@ -21,7 +21,7 @@ function Sing()
Scores = ScreenSing.GetScores();
for i = 1, #Scores do
- if (Scores[i] >= 5000) then
+ if (Scores[i] >= 100) then
ScreenSing.Finish();
break;
end
@@ -34,7 +34,7 @@ function Calculate_Winner()
Scores = Scores or ScreenSing.GetScores();
local Ranking = {};
for i = 1, #Scores do
- if Scores[i] >= 5000 then
+ if Scores[i] >= 100 then
Ranking[i] = 1
else
Ranking[i] = #Scores
diff --git a/game/plugins/teamduel.usdx b/game/plugins/teamduel.usdx
index 844e53b0..a32d963d 100644
--- a/game/plugins/teamduel.usdx
+++ b/game/plugins/teamduel.usdx
@@ -130,13 +130,12 @@ function DrawPlayerText(i, Text)
Gl.Vertex(OSD[i].Right, OSD[i].Bottom);
Gl.Vertex(OSD[i].Right, OSD[i].Top);
Gl.End();
-
+
-- text
Gl.Color(1, 0, 0, 1);
- TextGl.Size(6);
+ TextGl.Size(18);
TextGl.Style(1);
TextGl.Italic(false);
-
local PosX = (OSD[i].Left + OSD[i].Right) / 2;
PosX = PosX - TextGl.Width(Text) / 2;