Fix the Save Select platter drawing for the new player signpost art.
This might LOOK like an unrelated change, but it needs a new player.dta, so might as well keep that all localised!
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parent
ab1472bfc1
commit
fe7e374e3b
14
src/m_menu.c
14
src/m_menu.c
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@ -7055,7 +7055,7 @@ static void M_DrawLoadGameData(void)
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}
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}
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}
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}
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y -= 13;
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y -= 4;
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// character heads, lives, and continues
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// character heads, lives, and continues
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{
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{
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@ -7064,7 +7064,7 @@ static void M_DrawLoadGameData(void)
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patch_t *patch;
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patch_t *patch;
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UINT8 *colormap = NULL;
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UINT8 *colormap = NULL;
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INT32 tempx = (x+40)<<FRACBITS, tempy = y<<FRACBITS, flip = 0, calc;
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INT32 tempx = (x+40)<<FRACBITS, flip = 0;
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// botskin first
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// botskin first
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if (savegameinfo[savetodraw].botskin)
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if (savegameinfo[savetodraw].botskin)
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@ -7079,13 +7079,13 @@ static void M_DrawLoadGameData(void)
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V_DrawFixedPatch(
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V_DrawFixedPatch(
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tempx + (18<<FRACBITS),
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tempx + (18<<FRACBITS),
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tempy - (4<<FRACBITS),
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y<<FRACBITS,
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charbotskin->highresscale,
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charbotskin->highresscale,
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0, patch, colormap);
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0, patch, colormap);
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Z_Free(colormap);
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Z_Free(colormap);
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tempx -= (15<<FRACBITS);
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tempx -= (20<<FRACBITS);
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flip = V_FLIP;
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flip = V_FLIP;
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}
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}
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skipbot:
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skipbot:
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@ -7098,17 +7098,15 @@ skipbot:
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goto skipsign;
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goto skipsign;
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sprframe = &sprdef->spriteframes[0];
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sprframe = &sprdef->spriteframes[0];
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patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
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patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
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if ((calc = SHORT(patch->topoffset) - 42) > 0)
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tempy += ((4+calc)<<FRACBITS);
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V_DrawFixedPatch(
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V_DrawFixedPatch(
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tempx,
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tempx,
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tempy,
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y<<FRACBITS,
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charskin->highresscale,
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charskin->highresscale,
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flip, patch, colormap);
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flip, patch, colormap);
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skipsign:
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skipsign:
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y += 25;
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y += 16;
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tempx = x + 10;
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tempx = x + 10;
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if (savegameinfo[savetodraw].lives != INFLIVES
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if (savegameinfo[savetodraw].lives != INFLIVES
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