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- Blood: handle title screens so that mods changing the original one still display it.
The rules are: * If CRC of tile 2518 has changed, use that. * If CRC of tile 2046 has changed, use that. * If tile 2518 is not present, use tile 2046 * otherwise use tile 2518. This allows display of Cryptic Passage's title screen while still using the "with Plasma" version for the regular game.
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2 changed files with 6 additions and 2 deletions
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@ -323,7 +323,8 @@ void GameInterface::Ticker()
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void GameInterface::DrawBackground()
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void GameInterface::DrawBackground()
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{
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{
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twod->ClearScreen();
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twod->ClearScreen();
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DrawTexture(twod, tileGetTexture(2518, true), 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, TAG_DONE);
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auto tex = TexMan.CheckForTexture("titlescreen", ETextureType::Any);
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DrawTexture(twod, TexMan.GetGameTexture(tex), 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, TAG_DONE);
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}
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}
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#define x(a, b) registerName(#a, b);
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#define x(a, b) registerName(#a, b);
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@ -334,6 +335,10 @@ static void SetTileNames()
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TexMan.AddAlias(name, tileGetTexture(index));
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TexMan.AddAlias(name, tileGetTexture(index));
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};
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};
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#include "namelist.h"
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#include "namelist.h"
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// Oh Joy! Plasma Pak changes the tile number of the title screen, but we preferably want mods that use the original one to display it.
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// So let's make this remapping depend on the CRC.
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if (tileGetCRC32(2518) == 1170870757 && (tileGetCRC32(2046) != 290208654 || tileWidth(2518) == 0)) registerName("titlescreen", 2046);
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else registerName("titlescreen", 2518);
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}
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}
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#undef x
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#undef x
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@ -3,7 +3,6 @@ x(MENUBAR, 2038)
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x(BackTile, 253)
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x(BackTile, 253)
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x(Monolithscreen, 2050)
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x(Monolithscreen, 2050)
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x(GTIScreen, 2052)
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x(GTIScreen, 2052)
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x(TitleScreen, 2518)
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x(CrosshairTile, 2319)
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x(CrosshairTile, 2319)
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x(LoadScreen, 2049)
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x(LoadScreen, 2049)
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