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Fix "Thanks (...) for giving us big heads" message at the end of Ep4.
This was more or less done by trial and error rather than understanding what exactly is going on there. In any case, the code for all the different ending scenes ought to be factored out instead of being duplicated with subtle differences every time. git-svn-id: https://svn.eduke32.com/eduke32@2585 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 4 additions and 4 deletions
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@ -3115,7 +3115,7 @@ void G_DrawBackground(void)
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y1 = 0;
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y1 = 0;
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y2 = ydim;
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y2 = ydim;
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if (g_player[myconnectindex].ps->gm &MODE_GAME || ud.recstat == 2)
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if ((g_player[myconnectindex].ps->gm&MODE_GAME) || ud.recstat == 2)
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{
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{
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if (GametypeFlags[ud.coop] & GAMETYPE_FRAGBAR)
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if (GametypeFlags[ud.coop] & GAMETYPE_FRAGBAR)
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{
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{
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@ -11117,8 +11117,9 @@ void G_BonusScreen(int32_t bonusonly)
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KB_FlushKeyBoardQueue();
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KB_FlushKeyBoardQueue();
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//g_player[myconnectindex].ps->palette = palette;
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//g_player[myconnectindex].ps->palette = palette;
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G_FadePalette(0,0,0,0);
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 8+2/*+1*/); // JBF 20040308
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 8+2/*+1*/); // JBF 20040308
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G_FadePalette(0,0,0,63);
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// G_FadePalette(0,0,0,63);
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clearview(0L);
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clearview(0L);
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menutext(160,60,0,0,"Thanks to all our");
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menutext(160,60,0,0,"Thanks to all our");
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menutext(160,60+16,0,0,"fans for giving");
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menutext(160,60+16,0,0,"fans for giving");
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@ -11128,6 +11129,7 @@ void G_BonusScreen(int32_t bonusonly)
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nextpage();
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nextpage();
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fadepal(0,0,0, 63,0,-3);
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fadepal(0,0,0, 63,0,-3);
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nextpage();
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KB_FlushKeyboardQueue();
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KB_FlushKeyboardQueue();
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handle_events_while_no_input();
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handle_events_while_no_input();
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fadepal(0,0,0, 0,63,3);
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fadepal(0,0,0, 0,63,3);
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@ -11153,7 +11155,6 @@ void G_BonusScreen(int32_t bonusonly)
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break;
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break;
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case 2:
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case 2:
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S_StopMusic();
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S_StopMusic();
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clearview(0L);
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clearview(0L);
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nextpage();
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nextpage();
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@ -11229,7 +11230,6 @@ ENDANM:
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}
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}
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FRAGBONUS:
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FRAGBONUS:
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//g_player[myconnectindex].ps->palette = palette;
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//g_player[myconnectindex].ps->palette = palette;
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 8+2/*+1*/); // JBF 20040308
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 8+2/*+1*/); // JBF 20040308
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G_FadePalette(0,0,0,63); // JBF 20031228
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G_FadePalette(0,0,0,63); // JBF 20031228
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