* Make the OpenGL loading screen work with the fades better.
* Make the closed captions not mess with fades, and improve their movement calculation.
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255d5c6c94
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@ -29,6 +29,7 @@
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#include "../m_argv.h"
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#include "../m_argv.h"
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#include "../i_video.h"
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#include "../i_video.h"
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#include "../w_wad.h"
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#include "../w_wad.h"
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#include "../p_setup.h" // levelfadecol
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// --------------------------------------------------------------------------
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// --------------------------------------------------------------------------
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// This is global data for planes rendering
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// This is global data for planes rendering
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@ -644,7 +645,7 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
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sprintf(s, "%d%%", (++ls_percent)<<1);
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sprintf(s, "%d%%", (++ls_percent)<<1);
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x = BASEVIDWIDTH/2;
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x = BASEVIDWIDTH/2;
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y = BASEVIDHEIGHT/2;
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y = BASEVIDHEIGHT/2;
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Black background to match fade in effect
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol); // Background to match fade in effect
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//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
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//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
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M_DrawTextBox(x-58, y-8, 13, 1);
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M_DrawTextBox(x-58, y-8, 13, 1);
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V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
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V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
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@ -103,6 +103,7 @@ side_t *sides;
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mapthing_t *mapthings;
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mapthing_t *mapthings;
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INT32 numstarposts;
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INT32 numstarposts;
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boolean levelloading;
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boolean levelloading;
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UINT8 levelfadecol;
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// BLOCKMAP
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// BLOCKMAP
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// Created from axis aligned bounding box
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// Created from axis aligned bounding box
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@ -2806,6 +2807,8 @@ boolean P_SetupLevel(boolean skipprecip)
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}
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}
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}
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}
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levelfadecol = (ranspecialwipe) ? 0 : 31;
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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LUA_InvalidateLevel();
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LUA_InvalidateLevel();
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#endif
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#endif
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@ -3183,7 +3186,7 @@ boolean P_SetupLevel(boolean skipprecip)
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// Remove the loading shit from the screen
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// Remove the loading shit from the screen
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if (rendermode != render_none && !titlemapinaction)
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if (rendermode != render_none && !titlemapinaction)
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (ranspecialwipe) ? 0 : 31);
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
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if (precache || dedicated)
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if (precache || dedicated)
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R_PrecacheLevel();
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R_PrecacheLevel();
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@ -3254,7 +3257,7 @@ boolean P_SetupLevel(boolean skipprecip)
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I_Sleep();
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I_Sleep();
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lasttime = nowtime;
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lasttime = nowtime;
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (ranspecialwipe) ? 0 : 31);
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
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stplyr = &players[consoleplayer];
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stplyr = &players[consoleplayer];
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ST_drawLevelTitle(nowtime - starttime);
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ST_drawLevelTitle(nowtime - starttime);
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if (splitscreen)
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if (splitscreen)
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@ -27,6 +27,7 @@ extern mapthing_t *deathmatchstarts[MAX_DM_STARTS];
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extern INT32 numdmstarts, numcoopstarts, numredctfstarts, numbluectfstarts;
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extern INT32 numdmstarts, numcoopstarts, numredctfstarts, numbluectfstarts;
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extern boolean levelloading;
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extern boolean levelloading;
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extern UINT8 levelfadecol;
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extern lumpnum_t lastloadedmaplumpnum; // for comparative savegame
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extern lumpnum_t lastloadedmaplumpnum; // for comparative savegame
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//
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//
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@ -442,14 +442,16 @@ void SCR_ClosedCaptions(void)
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boolean gamestopped = (paused || P_AutoPause());
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boolean gamestopped = (paused || P_AutoPause());
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INT32 basey = BASEVIDHEIGHT;
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INT32 basey = BASEVIDHEIGHT;
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if (gamestate != wipegamestate)
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return;
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if (gamestate == GS_LEVEL)
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if (gamestate == GS_LEVEL)
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{
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{
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if (splitscreen)
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if (splitscreen)
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basey -= 8;
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basey -= 8;
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else if (((maptol & TOL_NIGHTS) && (modeattacking == ATTACKING_NIGHTS))
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else if ((modeattacking == ATTACKING_NIGHTS)
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|| (cv_powerupdisplay.value == 2)
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|| (cv_powerupdisplay.value == 2)
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|| (cv_powerupdisplay.value == 1 && ((stplyr == &players[displayplayer] && !camera.chase)
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|| (cv_powerupdisplay.value == 1 && !splitscreen && !camera.chase))
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|| ((splitscreen && stplyr == &players[secondarydisplayplayer]) && !camera2.chase))))
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basey -= 16;
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basey -= 16;
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}
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}
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