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Ensure that game backgrounds that sometimes get drawn with orientation&64 always get drawn with orientation&64 to avoid wasting RAM.
git-svn-id: https://svn.eduke32.com/eduke32@5708 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 2 additions and 2 deletions
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@ -1326,7 +1326,7 @@ static void fadepaltile(int32_t r, int32_t g, int32_t b, int32_t start, int32_t
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setpalettefade(r, g, b, end); // have to set to end fade value if we break!
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return;
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}
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rotatesprite_fs(160<<16, 100<<16, 65536L, 0, tile, 0, 0, 2+8+BGSTRETCH);
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rotatesprite_fs(160<<16, 100<<16, 65536L, 0, tile, 0, 0, 2+8+64+BGSTRETCH);
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G_FadePalette(r, g, b, start);
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start += step;
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@ -1486,7 +1486,7 @@ void G_DisplayLogo(void)
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P_SetGamePalette(g_player[myconnectindex].ps, DREALMSPAL, 8 + 2 + 1); // JBF 20040308
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fadepal(0, 0, 0, 0, 252, 28);
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flushperms();
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rotatesprite_fs(160 << 16, 100 << 16, 65536L, 0, DREALMS, 0, 0, 2 + 8 + BGSTRETCH);
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rotatesprite_fs(160 << 16, 100 << 16, 65536L, 0, DREALMS, 0, 0, 2 + 8 + 64 + BGSTRETCH);
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nextpage();
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fadepaltile(0, 0, 0, 252, 0, -28, DREALMS);
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totalclock = 0;
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