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* Fix to bug #2599 (fullscreen cinematics)
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@ -440,7 +440,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
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// wide aspect ratio screens need to have the sides cleared
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// wide aspect ratio screens need to have the sides cleared
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// unless they are displaying game renderings
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// unless they are displaying game renderings
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if ( cls.state != CA_ACTIVE ) {
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if ( cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC ) {
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if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
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if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
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re.SetColor( g_color_table[0] );
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re.SetColor( g_color_table[0] );
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re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
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re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
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