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Merge branch 'menu-execs' into menu-execs-skyscroll
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commit
32dc47207d
1 changed files with 8 additions and 8 deletions
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@ -257,11 +257,11 @@ static void F_SkyScroll(INT32 scrollxspeed, INT32 scrollyspeed, char *patchname)
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patheight = SHORT(pat->height);
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skullAnimCounter = ((finalecount*scrollyspeed)/16 + patheight) % patheight;
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fakedwidth = vid.width / vid.dupx;
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fakedheight = vid.height / vid.dupy;
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if (rendermode == render_soft)
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if (rendermode == render_soft && !scrollyspeed)
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{ // if only hardware rendering could be this elegant and complete
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// keep the old behavior for non-vertical scrolling because *shrug*
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fakedwidth = vid.width / vid.dupx;
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fakedheight = vid.height / vid.dupy;
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scrolled = (patwidth - animtimer) - 1;
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yscrolled = (patheight - skullAnimCounter) - 1;
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for (x = 0, mx = scrolled; x < fakedwidth; x++, mx = (mx+1)%patwidth)
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@ -270,25 +270,25 @@ static void F_SkyScroll(INT32 scrollxspeed, INT32 scrollyspeed, char *patchname)
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F_DrawPatchCol(x, y, pat, mx);
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}
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}
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#ifdef HWRENDER
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else if (rendermode != render_none)
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{ // if only software rendering could be this simple and retarded
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// but this does work! because post scrolling goes over my head :upside_down:
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INT32 dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
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INT32 pw = patwidth * dupz, ph = patheight * dupz;
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scrolled = animtimer * dupz;
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yscrolled = skullAnimCounter * dupz;
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CONS_Printf("XScroll %d> YScroll %d\n", scrolled, yscrolled);
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for (x = 0; x < vid.width; x += pw)
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{
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for (y = 0; y < vid.height; y += ph)
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{
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if (scrolled > 0)
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V_DrawScaledPatch(scrolled - pw, yscrolled - ph, V_NOSCALESTART, pat);
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V_DrawScaledPatch(scrolled - pw, yscrolled - ph/2, V_NOSCALESTART, pat);
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V_DrawScaledPatch(x + scrolled, y + yscrolled, V_NOSCALESTART, pat);
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V_DrawScaledPatch(x + scrolled, yscrolled - ph/2, V_NOSCALESTART, pat);
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}
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}
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}
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#endif
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W_UnlockCachedPatch(pat);
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}
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