The intermission drawer doesn't need to check the return of Begin2D anymore

This commit is contained in:
Christoph Oelckers 2018-04-27 09:34:43 +02:00
parent fbcf2033c6
commit 90a1614ac8

View file

@ -229,21 +229,14 @@ void DIntermissionScreenFader::Drawer ()
if (mType == FADE_In) factor = 1.0 - factor; if (mType == FADE_In) factor = 1.0 - factor;
int color = MAKEARGB(int(factor*255), 0,0,0); int color = MAKEARGB(int(factor*255), 0,0,0);
if (screen->Begin2D(false)) screen->Begin2D(false);
screen->DrawTexture (TexMan[mBackground], 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE);
for (unsigned i=0; i < mOverlays.Size(); i++)
{ {
screen->DrawTexture (TexMan[mBackground], 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE); if (CheckOverlay(i))
for (unsigned i=0; i < mOverlays.Size(); i++) screen->DrawTexture (TexMan[mOverlays[i].mPic], mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
{
if (CheckOverlay(i))
screen->DrawTexture (TexMan[mOverlays[i].mPic], mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
}
screen->FillBorder (NULL);
}
else
{
V_SetBlend (0,0,0,int(256*factor));
Super::Drawer();
} }
screen->FillBorder (NULL);
} }
} }