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- removed the different shadeDiv for Ion Fury.
This isn't necessary and was apparently caused by a bug that got fixed in the mean time.
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parent
0d82280b87
commit
3be9deb070
2 changed files with 1 additions and 14 deletions
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@ -30,7 +30,6 @@ InputState inputState;
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void SetClipshapes();
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void SetClipshapes();
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int ShowStartupWindow(TArray<GrpEntry> &);
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int ShowStartupWindow(TArray<GrpEntry> &);
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void InitFileSystem(TArray<GrpEntry>&);
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void InitFileSystem(TArray<GrpEntry>&);
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int globalShadeDiv;
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bool gHaveNetworking;
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bool gHaveNetworking;
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@ -206,27 +205,18 @@ void CheckFrontend(int flags)
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if (flags & GAMEFLAG_BLOOD)
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if (flags & GAMEFLAG_BLOOD)
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{
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{
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gi = Blood::CreateInterface();
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gi = Blood::CreateInterface();
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globalShadeDiv = 62;
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}
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}
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else if (flags & GAMEFLAG_RR)
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else if (flags & GAMEFLAG_RR)
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{
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{
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gi = Redneck::CreateInterface();
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gi = Redneck::CreateInterface();
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globalShadeDiv = 30;
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}
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else if (flags & GAMEFLAG_FURY)
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{
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gi = Duke::CreateInterface();
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globalShadeDiv = 26; // This is different from all other games which need a value two less than the amount of shades.
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}
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}
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else if (flags & GAMEFLAG_SW)
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else if (flags & GAMEFLAG_SW)
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{
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{
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gi = ShadowWarrior::CreateInterface();
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gi = ShadowWarrior::CreateInterface();
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globalShadeDiv = 30;
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}
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}
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else
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else
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{
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{
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gi = Duke::CreateInterface();
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gi = Duke::CreateInterface();
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globalShadeDiv = 30;
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}
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}
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}
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}
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@ -320,11 +320,8 @@ public:
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{
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{
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renderState.Shade = shade;
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renderState.Shade = shade;
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renderState.NumShades = numshades;
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renderState.NumShades = numshades;
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}
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renderState.ShadeDiv = 1.f / (numshades-2);
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void SetShadeDiv(int value)
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{
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renderState.ShadeDiv = 1.f / value; // There's 3 values here: Blood uses 62 with numShades = 64, Ion Fury uses 30 with NumShades = 32, the other games use 26 with NumShades = 32.
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}
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}
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void SetVisibility(float visibility, float fviewingrange)
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void SetVisibility(float visibility, float fviewingrange)
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