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- filter out the BIGFONT lump in Chex Quest, now that we have a more complete font internally.
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parent
dccdf083a4
commit
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5 changed files with 13 additions and 1 deletions
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@ -133,6 +133,7 @@ void FIWadManager::ParseIWadInfo(const char *fn, const char *data, int datasize,
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{
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sc.MustGetString();
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if(sc.Compare("NoTextcolor")) iwad->flags |= GI_NOTEXTCOLOR;
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else if (sc.Compare("NoBigFont")) iwad->flags |= GI_IGNOREBIGFONTLUMP;
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else if(sc.Compare("Poly1")) iwad->flags |= GI_COMPATPOLY1;
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else if(sc.Compare("Poly2")) iwad->flags |= GI_COMPATPOLY2;
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else if(sc.Compare("Shareware")) iwad->flags |= GI_SHAREWARE;
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@ -50,6 +50,7 @@ enum
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GI_COMPATPOLY2 = 0x00000080, // so does HEXDD's MAP47
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GI_NOTEXTCOLOR = 0x00000100, // Chex Quest 3 would have everything green
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GI_IGNORETITLEPATCHES = 0x00000200, // Ignore the map name graphics when not runnning in English language
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GI_IGNOREBIGFONTLUMP = 0x00000400, // Needed for Chex Quest 3, so that the extended internal font can be used instead.
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};
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#include "gametype.h"
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@ -897,6 +897,15 @@ void FWadCollection::RenameSprites ()
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// Rename the game specific big font lumps so that the font manager does not have to do problematic special checks for them.
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if (!strcmp(LumpInfo[i].lump->Name, altbigfont))
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strcpy(LumpInfo[i].lump->Name, "BIGFONT");
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if (LumpInfo[i].wadnum == GetIwadNum() && gameinfo.flags & GI_IGNOREBIGFONTLUMP)
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{
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if (!strcmp(LumpInfo[i].lump->Name, "BIGFONT"))
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{
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LumpInfo[i].lump->Name[0] = 0;
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}
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}
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}
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}
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}
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@ -489,6 +489,7 @@ void GLWall::PutPortal(HWDrawInfo *di, int ptype, int plane)
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{
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auto pstate = screen->mPortalState;
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HWPortal * portal = nullptr;
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return;
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MakeVertices(di, false);
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switch (ptype)
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@ -104,7 +104,7 @@ IWad
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Config = "Chex"
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IWADName = "chex3.wad"
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Mapinfo = "mapinfo/chex.txt"
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Compatibility = "NoTextcolor"
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Compatibility = "NoTextcolor", "IgnoreBigFontLump"
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MustContain = "E1M1", "CYCLA1", "FLMBA1", "MAPINFO"
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BannerColors = "ff ff 00", "00 c0 00"
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}
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