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Splitscreen mod hacks: handle screen tinting from both players.
Of course, it still affects the whole screen. Handles pain and lizard spit. git-svn-id: https://svn.eduke32.com/eduke32@2886 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 16 additions and 3 deletions
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@ -2594,8 +2594,8 @@ void G_DisplayRest(int32_t smoothratio)
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palette_t tempFade = { 0, 0, 0, 0 };
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palette_t tempFade = { 0, 0, 0, 0 };
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palette_t tempTint = { 0, 0, 0, 0 };
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palette_t tempTint = { 0, 0, 0, 0 };
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DukePlayer_t *pp = g_player[screenpeek].ps;
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DukePlayer_t *const pp = g_player[screenpeek].ps;
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walltype *wal;
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DukePlayer_t *const pp2 = g_fakeMultiMode && ud.multimode==2 ? g_player[1].ps : NULL;
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int32_t cposx, cposy, cang;
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int32_t cposx, cposy, cang;
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#ifdef USE_OPENGL
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#ifdef USE_OPENGL
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@ -2631,6 +2631,12 @@ void G_DisplayRest(int32_t smoothratio)
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g_restorePalette = -1; // JBF 20040101; PK: reset tinting (-1)
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g_restorePalette = -1; // JBF 20040101; PK: reset tinting (-1)
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applyTint = 1;
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applyTint = 1;
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}
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}
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else if (pp2 && pp2->pals.f > 0 && pp2->loogcnt == 0)
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{
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Bmemcpy(&tempFade, &pp2->pals, sizeof(palette_t));
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g_restorePalette = -1;
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applyTint = 1;
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}
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// lastpalsf = pp->pals.f;
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// lastpalsf = pp->pals.f;
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// }
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// }
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// reset a normal palette
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// reset a normal palette
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@ -2657,6 +2663,12 @@ void G_DisplayRest(int32_t smoothratio)
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Bmemcpy(&tempFade, &lp, sizeof(palette_t));
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Bmemcpy(&tempFade, &lp, sizeof(palette_t));
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applyTint = 1;
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applyTint = 1;
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}
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}
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else if (pp2 && pp2->pals.f==0 && pp2->loogcnt > 0)
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{
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palette_t lp = { 0, 64, 0, pp2->loogcnt>>1 };
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Bmemcpy(&tempFade, &lp, sizeof(palette_t));
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applyTint = 1;
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}
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if (tempFade.f > 0 /*tempTint.f*/)
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if (tempFade.f > 0 /*tempTint.f*/)
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Bmemcpy(&tempTint, &tempFade, sizeof(palette_t));
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Bmemcpy(&tempTint, &tempFade, sizeof(palette_t));
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@ -2694,8 +2706,9 @@ void G_DisplayRest(int32_t smoothratio)
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i = pp->cursectnum;
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i = pp->cursectnum;
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if (i > -1)
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if (i > -1)
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{
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{
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const walltype *wal = &wall[sector[i].wallptr];
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show2dsector[i>>3] |= (1<<(i&7));
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show2dsector[i>>3] |= (1<<(i&7));
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wal = &wall[sector[i].wallptr];
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for (j=sector[i].wallnum; j>0; j--,wal++)
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for (j=sector[i].wallnum; j>0; j--,wal++)
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{
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{
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i = wal->nextsector;
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i = wal->nextsector;
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