- fixed background setup for intermissions to apply tiling only where intended.

This commit is contained in:
Christoph Oelckers 2022-11-08 20:49:39 +01:00
parent 37da5268e1
commit c39b7c7c7b

View file

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