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The intermission drawer doesn't need to check the return of Begin2D anymore
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1 changed files with 6 additions and 13 deletions
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@ -229,21 +229,14 @@ void DIntermissionScreenFader::Drawer ()
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if (mType == FADE_In) factor = 1.0 - factor;
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if (mType == FADE_In) factor = 1.0 - factor;
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int color = MAKEARGB(int(factor*255), 0,0,0);
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int color = MAKEARGB(int(factor*255), 0,0,0);
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if (screen->Begin2D(false))
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screen->Begin2D(false);
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screen->DrawTexture (TexMan[mBackground], 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE);
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for (unsigned i=0; i < mOverlays.Size(); i++)
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{
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{
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screen->DrawTexture (TexMan[mBackground], 0, 0, DTA_Fullscreen, true, DTA_ColorOverlay, color, TAG_DONE);
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if (CheckOverlay(i))
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for (unsigned i=0; i < mOverlays.Size(); i++)
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screen->DrawTexture (TexMan[mOverlays[i].mPic], mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
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{
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if (CheckOverlay(i))
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screen->DrawTexture (TexMan[mOverlays[i].mPic], mOverlays[i].x, mOverlays[i].y, DTA_320x200, true, DTA_ColorOverlay, color, TAG_DONE);
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}
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screen->FillBorder (NULL);
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}
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else
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{
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V_SetBlend (0,0,0,int(256*factor));
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Super::Drawer();
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}
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}
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screen->FillBorder (NULL);
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}
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}
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}
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}
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