Fade stuff!

* Make the white intro fade always drawn, rather than potentially disable-able through tab or HUD disable.
* Slightly increase the darkness of the intermission fade, since its current value had a negative effect on SKINCOLOR_SAPPHIRE.
This commit is contained in:
toaster 2018-10-27 20:39:41 +01:00
parent 7f2090aeae
commit 564cfb33b4
3 changed files with 13 additions and 13 deletions

View file

@ -7509,15 +7509,6 @@ void K_drawKartHUD(void)
|| ((splitscreen > 2 && stplyr == &players[fourthdisplayplayer]) && !camera4.chase))
K_drawKartFirstPerson();
// Draw a white fade on level opening
if (leveltime < 15 && stplyr == &players[displayplayer])
{
if (leveltime <= 5)
V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,120); // Pure white on first few frames, to hide SRB2's awful level load artifacts
else
V_DrawFadeScreen(120, 15-leveltime); // Then gradually fade out from there
}
if (splitscreen == 2) // Player 4 in 3P is the minimap :p
K_drawKartMinimap();

View file

@ -1903,13 +1903,13 @@ static void ST_overlayDrawer(void)
if(!P_IsLocalPlayer(stplyr))
{
char name[MAXPLAYERNAME+1];
/*char name[MAXPLAYERNAME+1];
// shorten the name if its more than twelve characters.
strlcpy(name, player_names[stplyr-players], 13);
strlcpy(name, player_names[stplyr-players], 13);*/
// Show name of player being displayed
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, 0, M_GetText("Viewpoint:"));
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_ALLOWLOWERCASE, name);
V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_ALLOWLOWERCASE, player_names[stplyr-players]);
}
// This is where we draw all the fun cheese if you have the chasecam off!
@ -2065,4 +2065,13 @@ void ST_Drawer(void)
if (mapheaderinfo[gamemap-1]->typeoflevel & TOL_TV) // Very specific Midnight Channel stuff.
ST_MayonakaStatic();
}
// Draw a white fade on level opening
if (leveltime < 15)
{
if (leveltime <= 5)
V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,120); // Pure white on first few frames, to hide SRB2's awful level load artifacts
else
V_DrawFadeScreen(120, 15-leveltime); // Then gradually fade out from there
}
}

View file

@ -348,7 +348,7 @@ void Y_IntermissionDrawer(void)
V_DrawPatchFill(bgtile);
if (usebuffer) // Fade everything out
V_DrawFadeScreen(0xFF00, 20);
V_DrawFadeScreen(0xFF00, 22);
if (!splitscreen)
whiteplayer = demoplayback ? displayplayer : consoleplayer;