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- Blood: use the 2D drawer to clear the screen for 2D display.
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parent
4f0e3adfbb
commit
60b18c7ec9
7 changed files with 13 additions and 13 deletions
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@ -1264,7 +1264,7 @@ RESTART:
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bDraw = G_FPSLimit() != 0;
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if (bDraw)
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{
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videoClearScreen(0);
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twod->ClearScreen();
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rotatesprite(160<<16,100<<16,65536,0,2518,0,0,0x4a,0,0,xdim-1,ydim-1);
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}
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if (gQuitRequest && !gQuitGame)
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@ -38,6 +38,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "animtexture.h"
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#include "../glbackend/glbackend.h"
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#include "raze_sound.h"
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#include "v_2ddrawer.h"
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BEGIN_BLD_NS
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@ -77,7 +78,6 @@ void credLogosDos(void)
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char bShift = inputState.ShiftPressed();
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videoSetViewableArea(0, 0, xdim-1, ydim-1);
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DoUnFade(1);
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videoClearScreen(0);
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if (bShift)
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return;
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{
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@ -87,6 +87,7 @@ void credLogosDos(void)
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}
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else
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{
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twod->ClearScreen();
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rotatesprite(160<<16, 100<<16, 65536, 0, 2050, 0, 0, 0x4a, 0, 0, xdim-1, ydim-1);
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sndStartSample("THUNDER2", 128, -1);
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videoNextPage();
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@ -101,7 +102,7 @@ void credLogosDos(void)
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}
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else
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{
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videoClearScreen(0);
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twod->ClearScreen();
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rotatesprite(160<<16, 100<<16, 65536, 0, 2052, 0, 0, 0x0a, 0, 0, xdim-1, ydim-1);
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videoNextPage();
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DoUnFade(1);
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@ -114,11 +115,11 @@ void credLogosDos(void)
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sndStartSample("THUNDER2", 128, -1);
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if (!DoFade(0, 0, 0, 60))
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return;
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videoClearScreen(0);
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twod->ClearScreen();
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videoNextPage();
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if (!DoUnFade(1))
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return;
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videoClearScreen(0);
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twod->ClearScreen();
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rotatesprite(160<<16, 100<<16, 65536, 0, 2518, 0, 0, 0x4a, 0, 0, xdim-1, ydim-1);
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videoNextPage();
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Wait(360);
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@ -127,7 +128,7 @@ void credLogosDos(void)
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void credReset(void)
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{
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videoClearScreen(0);
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twod->ClearScreen();
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videoNextPage();
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DoFade(0,0,0,1);
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DoUnFade(1);
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@ -227,7 +228,7 @@ void credPlaySmk(const char *_pzSMK, const char *_pzWAV, int nWav)
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if (inputState.CheckAllInput())
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break;
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videoClearScreen(0);
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twod->ClearScreen();
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Smacker_GetPalette(hSMK, palette);
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Smacker_GetFrame(hSMK, pFrame.Data());
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animtex.SetFrame(palette, pFrame.Data());
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@ -86,7 +86,7 @@ CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widesc
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void CGameMenuItemQAV::Draw(void)
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{
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if (bClearBackground)
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videoClearScreen(0);
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twod->ClearScreen();
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if (raw.Size() > 0)
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{
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@ -3588,7 +3588,6 @@ char pzLoadingScreenText1[256], pzLoadingScreenText2[256], pzLoadingScreenText3[
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void viewLoadingScreenWide(void)
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{
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videoClearScreen(0);
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#ifdef USE_OPENGL
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if ((blood_globalflags&BLOOD_FORCE_WIDELOADSCREEN) || (bLoadScreenCrcMatch && !(hw_hightile && h_xsize[kLoadScreen])))
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#else
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@ -3620,11 +3619,11 @@ void viewLoadingScreenUpdate(const char *pzText4, int nPercent)
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{
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int vc;
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viewGetFontInfo(1, NULL, NULL, &vc);
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twod->ClearScreen();
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if (nLoadingScreenTile == kLoadScreen)
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viewLoadingScreenWide();
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else if (nLoadingScreenTile)
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{
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videoClearScreen(0);
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rotatesprite(160<<16, 100<<16, 65536, 0, nLoadingScreenTile, 0, 0, 74, 0, 0, xdim-1, ydim-1);
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}
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if (pzLoadingScreenText1[0])
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@ -626,7 +626,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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if (pub > 0 || videoGetRenderMode() >= REND_POLYMOST) // JBF 20040101: redraw background always
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{
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videoClearScreen(0);
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//videoClearScreen(0);
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#ifndef EDUKE32_TOUCH_DEVICES
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if (ud.screen_size >= 8)
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#endif
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@ -210,7 +210,7 @@ void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
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if (StateFlags & (STF_CLEARCOLOR | STF_CLEARDEPTH))
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{
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int clear = 0;
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//if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color;
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if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color;
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if (StateFlags & STF_CLEARDEPTH) clear |= CT_Depth;
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state.Clear(clear);
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}
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@ -273,7 +273,7 @@ public:
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{
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//twod->Clear();
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SetViewport(0, 0, xdim, ydim);
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ClearScreen(pe, false);
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ClearScreen(pe, true);
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}
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void ClearDepth()
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