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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.
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3 changed files with 13 additions and 13 deletions
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@ -7509,15 +7509,6 @@ void K_drawKartHUD(void)
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|| ((splitscreen > 2 && stplyr == &players[fourthdisplayplayer]) && !camera4.chase))
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K_drawKartFirstPerson();
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// Draw a white fade on level opening
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if (leveltime < 15 && stplyr == &players[displayplayer])
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{
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if (leveltime <= 5)
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V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,120); // Pure white on first few frames, to hide SRB2's awful level load artifacts
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else
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V_DrawFadeScreen(120, 15-leveltime); // Then gradually fade out from there
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}
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if (splitscreen == 2) // Player 4 in 3P is the minimap :p
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K_drawKartMinimap();
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@ -1903,13 +1903,13 @@ static void ST_overlayDrawer(void)
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if(!P_IsLocalPlayer(stplyr))
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{
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char name[MAXPLAYERNAME+1];
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/*char name[MAXPLAYERNAME+1];
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// shorten the name if its more than twelve characters.
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strlcpy(name, player_names[stplyr-players], 13);
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strlcpy(name, player_names[stplyr-players], 13);*/
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// Show name of player being displayed
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V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, 0, M_GetText("Viewpoint:"));
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V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_ALLOWLOWERCASE, name);
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V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_ALLOWLOWERCASE, player_names[stplyr-players]);
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}
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// This is where we draw all the fun cheese if you have the chasecam off!
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@ -2065,4 +2065,13 @@ void ST_Drawer(void)
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if (mapheaderinfo[gamemap-1]->typeoflevel & TOL_TV) // Very specific Midnight Channel stuff.
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ST_MayonakaStatic();
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}
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// Draw a white fade on level opening
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if (leveltime < 15)
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{
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if (leveltime <= 5)
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V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,120); // Pure white on first few frames, to hide SRB2's awful level load artifacts
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else
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V_DrawFadeScreen(120, 15-leveltime); // Then gradually fade out from there
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}
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}
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@ -348,7 +348,7 @@ void Y_IntermissionDrawer(void)
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V_DrawPatchFill(bgtile);
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if (usebuffer) // Fade everything out
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V_DrawFadeScreen(0xFF00, 20);
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V_DrawFadeScreen(0xFF00, 22);
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if (!splitscreen)
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whiteplayer = demoplayback ? displayplayer : consoleplayer;
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