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- Use normal texture animation for the main menu cursors. This required updating animations
all the time and not just when inside a level. SVN r2248 (trunk)
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3 changed files with 28 additions and 12 deletions
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@ -657,6 +657,7 @@ void D_Display ()
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switch (gamestate)
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{
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case GS_FULLCONSOLE:
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R_UpdateAnimations(I_MSTime());
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D(false);
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C_DrawConsole (false);
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@ -721,6 +722,7 @@ void D_Display ()
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break;
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case GS_INTERMISSION:
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R_UpdateAnimations(I_MSTime());
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D(false);
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WI_Drawer ();
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@ -728,6 +730,7 @@ void D_Display ()
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break;
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case GS_FINALE:
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R_UpdateAnimations(I_MSTime());
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D(false);
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F_Drawer ();
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@ -735,6 +738,7 @@ void D_Display ()
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break;
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case GS_DEMOSCREEN:
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R_UpdateAnimations(I_MSTime());
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D(false);
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D_PageDrawer ();
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@ -247,17 +247,10 @@ static char savegamestring[SAVESTRINGSIZE];
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static FString EndString;
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static short itemOn; // menu item skull is on
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static short whichSkull; // which skull to draw
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static int MenuTime;
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static int InfoType;
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static int InfoTic;
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static const char skullName[2][9] = {"M_SKULL1", "M_SKULL2"}; // graphic name of skulls
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static const char cursName[8][8] = // graphic names of Strife menu selector
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{
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"M_CURS1", "M_CURS2", "M_CURS3", "M_CURS4", "M_CURS5", "M_CURS6", "M_CURS7", "M_CURS8"
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};
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static oldmenu_t *currentMenu; // current menudef
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static oldmenu_t *TopLevelMenu; // The main menu everything hangs off of
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@ -3745,19 +3738,19 @@ void M_Drawer ()
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}
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else if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture (TexMan[skullName[whichSkull]],
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screen->DrawTexture (TexMan("M_SKULL1"),
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x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
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DTA_Clean, true, TAG_DONE);
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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screen->DrawTexture (TexMan[cursName[(MenuTime >> 2) & 7]],
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screen->DrawTexture (TexMan("M_CURS1"),
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x - 28, currentMenu->y - 5 + itemOn*LINEHEIGHT,
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DTA_Clean, true, TAG_DONE);
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}
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else
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{
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screen->DrawTexture (TexMan[MenuTime & 16 ? "M_SLCTR1" : "M_SLCTR2"],
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screen->DrawTexture (TexMan("M_SLCTR1"),
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x + SELECTOR_XOFFSET,
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currentMenu->y + itemOn*LINEHEIGHT + SELECTOR_YOFFSET,
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DTA_Clean, true, TAG_DONE);
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@ -3951,7 +3944,6 @@ void M_Ticker (void)
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MenuTime++;
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if (--skullAnimCounter <= 0)
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{
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whichSkull ^= 1;
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skullAnimCounter = 8;
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}
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if (currentMenu == &PSetupDef || currentMenu == &ClassMenuDef)
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@ -4005,7 +3997,6 @@ void M_Init (void)
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menuactive = MENU_Off;
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InfoType = 0;
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itemOn = currentMenu->lastOn;
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whichSkull = 0;
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skullAnimCounter = 10;
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drawSkull = true;
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messageToPrint = 0;
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@ -1,3 +1,24 @@
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// Doom menu cursor
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texture optional M_SKULL1
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pic M_SKULL1 tics 8
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pic M_SKULL2 tics 8
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// Heretic/Hexen menu cursor
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texture optional M_SLCTR1
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pic M_SLCTR1 tics 16
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pic M_SLCTR2 tics 16
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// Strife menu cursor
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texture optional M_CURS1
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pic M_CURS1 tics 4
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pic M_CURS2 tics 4
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pic M_CURS3 tics 4
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pic M_CURS4 tics 4
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pic M_CURS5 tics 4
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pic M_CURS6 tics 4
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pic M_CURS7 tics 4
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pic M_CURS8 tics 4
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// Tome of Power
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texture optional SPINBK0
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pic SPINBK0 tics 3
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