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The loading screen code will now look for
levelshots/load_mapname.tga first
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parent
e57ad61c9d
commit
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1 changed files with 11 additions and 3 deletions
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.30 2002/06/08 11:41:01 makro
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// The loading screen code will now look for
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// levelshots/load_mapname.tga first
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//
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// Revision 1.29 2002/06/03 19:19:43 niceass
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// matchmode change
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//
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@ -216,7 +220,7 @@ void CG_DrawInformation( void ) {
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//qhandle_t detail;
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qhandle_t percentBox;
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char buf[1024];
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qboolean skipdetail;
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//qboolean skipdetail;
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vec4_t color1 = {.75, .75, .75, 1}, color2 = {1, 1, 1, 1};
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skipdetail = qfalse;
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@ -239,12 +243,16 @@ void CG_DrawInformation( void ) {
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s = Info_ValueForKey( info, "mapname" );
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shadow = trap_R_RegisterShaderNoMip("ui/assets/rq3-main-shadow-1.tga");
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levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) );
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levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/load_%s.tga", s ) );
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percentBox = trap_R_RegisterShaderNoMip("gfx/percent.tga");
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//Makro - added
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if ( !levelshot ) {
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levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) );
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}
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if ( !levelshot ) {
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//Elder: changed
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levelshot = trap_R_RegisterShaderNoMip( "levelshots/rq3-unknownmap.tga" );
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skipdetail = qtrue;
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//skipdetail = qtrue;
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}
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trap_R_SetColor( NULL );
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CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot );
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