One last thing - make the OpenGL level loading bar screen have the correct background colour.

This commit is contained in:
toaster 2018-09-22 12:43:54 +01:00
parent 84c2a8c28f
commit 4fd4deff8a
3 changed files with 7 additions and 3 deletions

View file

@ -646,7 +646,7 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
sprintf(s, "%d%%", (++ls_percent)<<1); sprintf(s, "%d%%", (++ls_percent)<<1);
x = BASEVIDWIDTH/2; x = BASEVIDWIDTH/2;
y = BASEVIDHEIGHT/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); // White background to match fade in effect
//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright. //V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
M_DrawTextBox(x-58, y-8, 13, 1); M_DrawTextBox(x-58, y-8, 13, 1);
V_DrawString(x-50, y, V_YELLOWMAP, "Loading..."); V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");

View file

@ -101,6 +101,7 @@ side_t *sides;
mapthing_t *mapthings; mapthing_t *mapthings;
INT32 numstarposts; INT32 numstarposts;
boolean levelloading; boolean levelloading;
UINT8 levelfadecol;
// BLOCKMAP // BLOCKMAP
// Created from axis aligned bounding box // Created from axis aligned bounding box
@ -2691,12 +2692,14 @@ boolean P_SetupLevel(boolean skipprecip)
if (leveltime < (starttime + (TICRATE/2))) if (leveltime < (starttime + (TICRATE/2)))
S_ChangeMusicInternal((encoremode ? "estart" : "kstart"), false); //S_StopMusic(); S_ChangeMusicInternal((encoremode ? "estart" : "kstart"), false); //S_StopMusic();
levelfadecol = (encoremode && !ranspecialwipe ? 122 : 120);
// Let's fade to white here // Let's fade to white here
// But only if we didn't do the encore startup wipe // But only if we didn't do the encore startup wipe
if (rendermode != render_none && !ranspecialwipe) if (rendermode != render_none && !ranspecialwipe)
{ {
F_WipeStartScreen(); F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (encoremode ? 122 : 120)); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
F_WipeEndScreen(); F_WipeEndScreen();
F_RunWipe(wipedefs[(encoremode ? wipe_level_final : wipe_level_toblack)], false); F_RunWipe(wipedefs[(encoremode ? wipe_level_final : wipe_level_toblack)], false);
@ -3040,7 +3043,7 @@ boolean P_SetupLevel(boolean skipprecip)
// Remove the loading shit from the screen // Remove the loading shit from the screen
if (rendermode != render_none) if (rendermode != render_none)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (encoremode && !ranspecialwipe ? 122 : 120)); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
if (precache || dedicated) if (precache || dedicated)
R_PrecacheLevel(); R_PrecacheLevel();

View file

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