Give V_DrawFadeFill the V_LockBlend tech

This commit is contained in:
James R 2020-01-03 17:05:15 -08:00
parent 5657989b4c
commit 6edcc44e28

View file

@ -1784,6 +1784,7 @@ void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, U
{
UINT8 *dest;
const UINT8 *deststop;
UINT8 *sauc;
INT32 u;
UINT8 *fadetable;
UINT8 perplayershuffle = 0;
@ -1923,9 +1924,13 @@ void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, U
if (y + h > vid.height)
h = vid.height-y;
dest = screens[0] + y*vid.width + x;
x = y * vid.width + x;
dest = screens[0] + x;
deststop = screens[0] + vid.rowbytes * vid.height;
sauc = v_blendscreen + x;
c &= 255;
fadetable = ((color & 0xFF00) // Color is not palette index?
@ -1936,9 +1941,10 @@ void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, U
u = 0;
while (u < w)
{
dest[u] = fadetable[dest[u]];
dest[u] = fadetable[sauc[u]];
u++;
}
sauc += vid.width;
}
}