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One last thing - make the OpenGL level loading bar screen have the correct background colour.
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3 changed files with 7 additions and 3 deletions
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@ -646,7 +646,7 @@ 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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x = BASEVIDWIDTH/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); // White 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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M_DrawTextBox(x-58, y-8, 13, 1);
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V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
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@ -101,6 +101,7 @@ side_t *sides;
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mapthing_t *mapthings;
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INT32 numstarposts;
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boolean levelloading;
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UINT8 levelfadecol;
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// BLOCKMAP
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// Created from axis aligned bounding box
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@ -2691,12 +2692,14 @@ boolean P_SetupLevel(boolean skipprecip)
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if (leveltime < (starttime + (TICRATE/2)))
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S_ChangeMusicInternal((encoremode ? "estart" : "kstart"), false); //S_StopMusic();
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levelfadecol = (encoremode && !ranspecialwipe ? 122 : 120);
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// Let's fade to white here
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// But only if we didn't do the encore startup wipe
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if (rendermode != render_none && !ranspecialwipe)
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{
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (encoremode ? 122 : 120));
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
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F_WipeEndScreen();
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F_RunWipe(wipedefs[(encoremode ? wipe_level_final : wipe_level_toblack)], false);
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@ -3040,7 +3043,7 @@ boolean P_SetupLevel(boolean skipprecip)
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// Remove the loading shit from the screen
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if (rendermode != render_none)
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (encoremode && !ranspecialwipe ? 122 : 120));
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
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if (precache || dedicated)
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R_PrecacheLevel();
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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 boolean levelloading;
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extern UINT8 levelfadecol;
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extern lumpnum_t lastloadedmaplumpnum; // for comparative savegame
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//
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