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- fixed background setup for intermissions to apply tiling only where intended.
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parent
37da5268e1
commit
c39b7c7c7b
1 changed files with 20 additions and 10 deletions
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@ -268,8 +268,8 @@ DEFINE_ACTION_FUNCTION(DInterBackground, Create)
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bool DInterBackground::LoadBackground(bool isenterpic)
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{
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const char *lumpname = nullptr;
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const char *exitpic = nullptr;
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const char* lumpname = nullptr;
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const char* exitpic = nullptr;
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char buffer[10];
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in_anim_t an;
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lnode_t pt;
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@ -281,14 +281,22 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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if (!isenterpic) tilebackground = false;
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texture.SetInvalid();
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level_info_t * li = FindLevelInfo(wbs->current);
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if (li != nullptr) exitpic = li->ExitPic;
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level_info_t* li = FindLevelInfo(wbs->current);
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if (li != nullptr)
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{
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exitpic = li->ExitPic;
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if (li->ExitPic.IsNotEmpty()) tilebackground = false;
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}
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lumpname = exitpic;
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if (isenterpic)
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{
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level_info_t * li = FindLevelInfo(wbs->next);
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if (li != NULL) lumpname = li->EnterPic;
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level_info_t* li = FindLevelInfo(wbs->next);
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if (li != NULL)
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{
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lumpname = li->EnterPic;
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if (li->EnterPic.IsNotEmpty()) tilebackground = false;
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}
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}
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// Try to get a default if nothing specified
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@ -301,11 +309,12 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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case GAME_Doom:
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if (!(gameinfo.flags & GI_MAPxx))
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{
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const char *levelname = isenterpic ? wbs->next : wbs->current;
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const char* levelname = isenterpic ? wbs->next : wbs->current;
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if (IsExMy(levelname))
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{
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mysnprintf(buffer, countof(buffer), "$IN_EPI%c", levelname[1]);
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lumpname = buffer;
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tilebackground = false;
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}
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}
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if (!lumpname)
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@ -340,6 +349,7 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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{
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mysnprintf(buffer, countof(buffer), "$IN_HTC%c", wbs->next[1]);
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lumpname = buffer;
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tilebackground = false;
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}
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}
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if (!lumpname)
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@ -472,7 +482,7 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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sc.MustGetNumber();
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bgheight = sc.Number;
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break;
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case 16: // tilebackground
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tilebackground = true;
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break;
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@ -549,9 +559,9 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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}
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}
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background = texture;
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auto tex= TexMan.GetGameTexture(texture);
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auto tex = TexMan.GetGameTexture(texture);
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// extremely small textures will always be tiled.
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if (tex && tex->GetDisplayWidth() < 128 && tex->GetDisplayHeight() < 128)
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if (tex && tex->GetDisplayWidth() < 128 && tex->GetDisplayHeight() < 128)
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tilebackground = true;
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return noautostartmap;
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}
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