* Make the OpenGL loading screen work with the fades better.

* Make the closed captions not mess with fades, and improve their movement calculation.
This commit is contained in:
toaster 2018-06-14 22:23:20 +01:00
parent 255d5c6c94
commit 8f318871eb
4 changed files with 13 additions and 6 deletions

View File

@ -29,6 +29,7 @@
#include "../m_argv.h"
#include "../i_video.h"
#include "../w_wad.h"
#include "../p_setup.h" // levelfadecol
// --------------------------------------------------------------------------
// This is global data for planes rendering
@ -644,7 +645,7 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
sprintf(s, "%d%%", (++ls_percent)<<1);
x = BASEVIDWIDTH/2;
y = BASEVIDHEIGHT/2;
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Black background to match fade in effect
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol); // Background to match fade in effect
//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
M_DrawTextBox(x-58, y-8, 13, 1);
V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");

View File

@ -103,6 +103,7 @@ side_t *sides;
mapthing_t *mapthings;
INT32 numstarposts;
boolean levelloading;
UINT8 levelfadecol;
// BLOCKMAP
// Created from axis aligned bounding box
@ -2806,6 +2807,8 @@ boolean P_SetupLevel(boolean skipprecip)
}
}
levelfadecol = (ranspecialwipe) ? 0 : 31;
#ifdef HAVE_BLUA
LUA_InvalidateLevel();
#endif
@ -3183,7 +3186,7 @@ boolean P_SetupLevel(boolean skipprecip)
// Remove the loading shit from the screen
if (rendermode != render_none && !titlemapinaction)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (ranspecialwipe) ? 0 : 31);
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
if (precache || dedicated)
R_PrecacheLevel();
@ -3254,7 +3257,7 @@ boolean P_SetupLevel(boolean skipprecip)
I_Sleep();
lasttime = nowtime;
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (ranspecialwipe) ? 0 : 31);
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
stplyr = &players[consoleplayer];
ST_drawLevelTitle(nowtime - starttime);
if (splitscreen)

View File

@ -27,6 +27,7 @@ extern mapthing_t *deathmatchstarts[MAX_DM_STARTS];
extern INT32 numdmstarts, numcoopstarts, numredctfstarts, numbluectfstarts;
extern boolean levelloading;
extern UINT8 levelfadecol;
extern lumpnum_t lastloadedmaplumpnum; // for comparative savegame
//

View File

@ -442,14 +442,16 @@ void SCR_ClosedCaptions(void)
boolean gamestopped = (paused || P_AutoPause());
INT32 basey = BASEVIDHEIGHT;
if (gamestate != wipegamestate)
return;
if (gamestate == GS_LEVEL)
{
if (splitscreen)
basey -= 8;
else if (((maptol & TOL_NIGHTS) && (modeattacking == ATTACKING_NIGHTS))
else if ((modeattacking == ATTACKING_NIGHTS)
|| (cv_powerupdisplay.value == 2)
|| (cv_powerupdisplay.value == 1 && ((stplyr == &players[displayplayer] && !camera.chase)
|| ((splitscreen && stplyr == &players[secondarydisplayplayer]) && !camera2.chase))))
|| (cv_powerupdisplay.value == 1 && !splitscreen && !camera.chase))
basey -= 16;
}