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Remove errant call to G_FadePalette() which caused a frame of corruption at map load under GL renderers, and invalidate all GL textures at map load time (just textures generated from .art on desktop, everything on mobile). This also makes Grabbag keep playing through the loading screen on Android (if no loadscreen music has been defined by a mod). DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4991 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 9 additions and 2 deletions
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@ -435,13 +435,22 @@ void G_CacheMapData(void)
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if (ud.recstat == 2)
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return;
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#ifndef EDUKE32_TOUCH_DEVICES
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S_PauseMusic(1);
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#endif
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if (MapInfo[MUS_LOADING].musicfn)
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{
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S_StopMusic();
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S_PlayMusic(MapInfo[MUS_LOADING].musicfn);
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}
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#ifdef EDUKE32_TOUCH_DEVICES
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gltexinvalidatetype(INVALIDATE_ALL);
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#else
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gltexinvalidatetype(INVALIDATE_ART);
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#endif
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starttime = getticks();
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G_PrecacheSounds();
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@ -1960,7 +1969,6 @@ int32_t G_EnterLevel(int32_t g)
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//g_player[myconnectindex].ps->palette = palette;
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//G_FadePalette(0,0,0,0);
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
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P_UpdateScreenPal(g_player[myconnectindex].ps);
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flushperms();
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@ -1975,7 +1983,6 @@ int32_t G_EnterLevel(int32_t g)
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g_restorePalette = -1;
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G_FadePalette(0,0,0,0);
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G_UpdateScreenArea();
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clearview(0L);
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G_DrawBackground();
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