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Draw over the fourth screen *properly*
Thanks Sryder, for suggesting V_NOSCALESTART
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1 changed files with 3 additions and 1 deletions
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@ -1338,11 +1338,13 @@ void R_RenderPlayerView(player_t *player)
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if (cv_homremoval.value && player == &players[displayplayer]) // if this is display player 1
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if (cv_homremoval.value && player == &players[displayplayer]) // if this is display player 1
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{
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{
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if (cv_homremoval.value == 1 || splitscreen == 2) // BAD HACK, V_DrawFill isn't letting me cover up only the 4th screen, so let's just sliently force this
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if (cv_homremoval.value == 1)
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V_DrawFill(0, 0, vid.width, vid.height, 31); // No HOM effect!
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V_DrawFill(0, 0, vid.width, vid.height, 31); // No HOM effect!
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else //'development' HOM removal -- makes it blindingly obvious if HOM is spotted.
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else //'development' HOM removal -- makes it blindingly obvious if HOM is spotted.
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V_DrawFill(0, 0, vid.width, vid.height, 128+(timeinmap&15));
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V_DrawFill(0, 0, vid.width, vid.height, 128+(timeinmap&15));
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}
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}
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else if (splitscreen == 2 && player == &players[thirddisplayplayer])
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V_DrawFill(viewwidth, viewheight, viewwidth, viewheight, 31|V_NOSCALESTART); // Draw over the fourth screen so you don't have to stare at a HOM :V
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// load previous saved value of skyVisible for the player
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// load previous saved value of skyVisible for the player
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if (splitscreen > 2 && player == &players[fourthdisplayplayer])
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if (splitscreen > 2 && player == &players[fourthdisplayplayer])
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