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- Added r_clearbuffer cvar. Valid values are:
* 0. Do not clear. This is the standard behavior. * 1. Clear to black. * 2. Clear to white. * 3. Alternate between black and white every 128 ms. * 4. Step through the palette one color at a time every 32 ms. * 5. Epileptic seizure inducing random colors every frame. SVN r2491 (trunk)
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@ -100,6 +100,7 @@ static float CurrentVisibility = 8.f;
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static fixed_t MaxVisForWall;
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static fixed_t MaxVisForFloor;
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static FRandom pr_torchflicker ("TorchFlicker");
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static FRandom pr_hom ("HOM-Flasher");
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static TArray<InterpolationViewer> PastViewers;
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static int centerxwide;
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static bool polyclipped;
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@ -111,6 +112,7 @@ bool r_dontmaplines;
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CVAR (String, r_viewsize, "", CVAR_NOSET)
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CVAR (Int, r_polymost, 0, 0)
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CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
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CVAR (Int, r_clearbuffer, 0, 0)
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fixed_t r_BaseVisibility;
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fixed_t r_WallVisibility;
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@ -1270,6 +1272,34 @@ void R_SetupFrame (AActor *actor)
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{
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polyclipped = RP_SetupFrame (false);
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}
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if (RenderTarget == screen && r_clearbuffer != 0)
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{
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int color;
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int hom = r_clearbuffer;
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if (hom == 3)
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{
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hom = ((I_FPSTime() / 128) & 1) + 1;
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}
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if (hom == 1)
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{
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color = GPalette.BlackIndex;
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}
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else if (hom == 2)
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{
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color = GPalette.WhiteIndex;
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}
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else if (hom == 4)
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{
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color = (I_FPSTime() / 32) & 255;
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}
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else
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{
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color = pr_hom();
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}
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memset(RenderTarget->GetBuffer(), color, RenderTarget->GetPitch() * RenderTarget->GetHeight());
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}
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}
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//==========================================================================
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