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* Fix crash error in GL.
* Re-enable the perplayer stuff in V_DrawFadeFill - not worth having it disabled when it'll just have to be re-enabled later. * Remove some "consistency with software" stuff in hw_draw.c that already has equivalents
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3 changed files with 1 additions and 23 deletions
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@ -1599,17 +1599,12 @@ void F_EndingTicker(void)
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if (++finalecount == INFLECTIONPOINT && goodending) // time to swap some assets
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{
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Z_Free(endegrk[0]);
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endegrk[0] = W_CachePatchName("ENDEGRK2", PU_LEVEL);
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Z_Free(endegrk[1]);
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endegrk[1] = W_CachePatchName("ENDEGRK3", PU_LEVEL);
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Z_Free(endglow[0]);
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endglow[0] = W_CachePatchName("ENDGLOW2", PU_LEVEL);
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Z_Free(endglow[1]);
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endglow[1] = W_CachePatchName("ENDGLOW3", PU_LEVEL);
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Z_Free(endxpld[0]);
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endxpld[0] = W_CachePatchName("ENDEGRK4", PU_LEVEL);
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}
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@ -706,9 +706,6 @@ void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 ac
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UINT8 perplayershuffle = 0;
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if (w < 0 || h < 0)
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return; // consistency w/ software
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// 3--2
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// | /|
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// |/ |
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@ -870,7 +867,6 @@ void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 ac
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Surf.FlatColor.rgba = V_GetColor(actualcolor).rgba;
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Surf.FlatColor.s.alpha = softwaretranstogl[strength];
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}
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HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
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}
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@ -1092,9 +1088,6 @@ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32
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UINT8 perplayershuffle = 0;
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if (w < 0 || h < 0)
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return; // consistency w/ software
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// 3--2
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// | /|
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// |/ |
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@ -1263,9 +1256,6 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
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UINT8 perplayershuffle = 0;
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if (w < 0 || h < 0)
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return; // consistency w/ software
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// 3--2
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// | /|
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// |/ |
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@ -996,12 +996,7 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_
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if (!(scrn & V_SCALEPATCHMASK))
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{
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// if it's meant to cover the whole screen, black out the rest
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if (x == 0 && SHORT(patch->width) == BASEVIDWIDTH && y == 0 && SHORT(patch->height) == BASEVIDHEIGHT)
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{
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column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0]));
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source = (const UINT8 *)(column) + 3;
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
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}
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// no the patch is cropped do not do this ever
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if (vid.width != BASEVIDWIDTH * dupx)
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{
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@ -1581,7 +1576,6 @@ void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, U
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}
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#endif
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#if 0 // only if for use in-game, otherwise not worth the processor time
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if (splitscreen && (c & V_PERPLAYER))
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{
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fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1;
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@ -1649,7 +1643,6 @@ void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, U
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}
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}
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}
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#endif
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if (!(c & V_NOSCALESTART))
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{
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