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https://github.com/ZDoom/qzdoom.git
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- fixed titlepic animation.
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
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parent
f62e2f9ba3
commit
79b3c41677
2 changed files with 9 additions and 30 deletions
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@ -225,8 +225,8 @@ int eventhead;
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int eventtail;
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gamestate_t wipegamestate = GS_DEMOSCREEN; // can be -1 to force a wipe
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bool PageBlank;
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FTexture *Page;
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FTexture *Advisory;
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FTextureID Page;
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bool nospriterename;
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FStartupInfo DoomStartupInfo;
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FString lastIWAD;
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@ -971,7 +971,8 @@ void D_DoomLoop ()
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// Clamp the timer to TICRATE until the playloop has been entered.
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r_NoInterpolate = true;
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Page = Advisory = NULL;
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Page.SetInvalid();
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Advisory = nullptr;
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vid_cursor.Callback();
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@ -1056,9 +1057,9 @@ void D_PageTicker (void)
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void D_PageDrawer (void)
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{
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screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
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if (Page != NULL)
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if (Page.Exists())
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{
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screen->DrawTexture (Page, 0, 0,
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screen->DrawTexture (TexMan(Page), 0, 0,
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DTA_Fullscreen, true,
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DTA_Masked, false,
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DTA_BilinearFilter, true,
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@ -1200,18 +1201,7 @@ void D_DoStrifeAdvanceDemo ()
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if (demosequence == 9 && !(gameinfo.flags & GI_SHAREWARE))
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demosequence = 10;
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if (pagename)
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{
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if (Page != NULL)
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{
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Page->Unload ();
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Page = NULL;
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}
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if (pagename[0])
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{
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Page = TexMan[pagename];
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}
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}
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if (pagename != nullptr) Page = TexMan.CheckForTexture(pagename, ETextureType::MiscPatch);
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}
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//==========================================================================
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@ -1309,13 +1299,10 @@ void D_DoAdvanceDemo (void)
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break;
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}
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if (pagename.IsNotEmpty())
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{
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if (Page != NULL)
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{
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Page->Unload ();
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}
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Page = TexMan(pagename);
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Page = TexMan.CheckForTexture(pagename, ETextureType::MiscPatch);
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}
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}
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@ -1014,9 +1014,6 @@ bool G_Responder (event_t *ev)
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// G_Ticker
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// Make ticcmd_ts for the players.
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//
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extern FTexture *Page;
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void G_Ticker ()
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{
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int i;
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@ -1118,12 +1115,7 @@ void G_Ticker ()
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if (oldgamestate != gamestate)
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{
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if (oldgamestate == GS_DEMOSCREEN && Page != NULL)
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{
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Page->Unload();
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Page = NULL;
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}
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else if (oldgamestate == GS_FINALE)
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if (oldgamestate == GS_FINALE)
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{
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F_EndFinale ();
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}
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