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- Changed call to R_DrawRemainingPlayerSprites into a virtual function
of DFrameBuffer because its implementation is specific to the software renderer and needs to be overridable. SVN r1859 (trunk)
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4 changed files with 20 additions and 1 deletions
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@ -1,3 +1,8 @@
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September 20, 2009 (Changes by Graf Zahl)
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- Changed call to R_DrawRemainingPlayerSprites into a virtual function
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of DFrameBuffer because its implementation is specific to the software
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renderer and needs to be overridable.
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September 19, 2009
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- Fixed: Wall drawing handled fixed light levels improperly (but did not
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completely ignore them, either).
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@ -681,7 +681,7 @@ void D_Display ()
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SB_state = screen->GetPageCount();
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BorderNeedRefresh = screen->GetPageCount();
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}
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R_DrawRemainingPlayerSprites();
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screen->DrawRemainingPlayerSprites();
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screen->DrawBlendingRect();
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if (automapactive)
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{
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@ -1258,6 +1258,17 @@ void DFrameBuffer::WriteSavePic (player_t *player, FILE *file, int width, int he
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delete pic;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void DFrameBuffer::DrawRemainingPlayerSprites()
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{
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R_DrawRemainingPlayerSprites();
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}
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FNativePalette::~FNativePalette()
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@ -348,6 +348,9 @@ public:
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// renders view to a savegame picture
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virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
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// draws player sprites with hardware acceleration (only useful for software rendering)
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virtual void DrawRemainingPlayerSprites();
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bool Accel2D; // If true, 2D drawing can be accelerated.
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// Begin 2D drawing operations. This is like Update, but it doesn't end
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