- disable the weapon in SW's savepics.

The way the weapon drawer is implemented does not work well with save pictures.
This commit is contained in:
Christoph Oelckers 2020-09-19 21:31:35 +02:00
parent d963f317d9
commit bac357a6be
2 changed files with 9 additions and 8 deletions

View file

@ -339,6 +339,7 @@ void WriteSavePic(FileWriter* file, int width, int height)
RenderState.EnableDrawBuffers(1, true); RenderState.EnableDrawBuffers(1, true);
screen->SetViewportRects(&bounds); screen->SetViewportRects(&bounds);
twodpsp.Clear();
bool didit = gi->GenerateSavePic(); bool didit = gi->GenerateSavePic();
float Brightness = 8.f / (r_scenebrightness + 8.f); float Brightness = 8.f / (r_scenebrightness + 8.f);

View file

@ -1766,7 +1766,7 @@ drawscreen(PLAYERp pp, double smoothratio)
renderSetAspect(viewingRange, divscale16(ydim * 8, xdim * 5)); renderSetAspect(viewingRange, divscale16(ydim * 8, xdim * 5));
UpdatePanel(smoothratio); if (!ScreenSavePic) UpdatePanel(smoothratio);
#define SLIME 2305 #define SLIME 2305
// Only animate lava if its picnum is on screen // Only animate lava if its picnum is on screen
@ -1782,6 +1782,13 @@ drawscreen(PLAYERp pp, double smoothratio)
} }
#endif #endif
// if doing a screen save don't need to process the rest
if (ScreenSavePic)
{
DrawScreen = false;
return;
}
MarkSectorSeen(pp->cursectnum); MarkSectorSeen(pp->cursectnum);
@ -1810,13 +1817,6 @@ drawscreen(PLAYERp pp, double smoothratio)
} }
// if doing a screen save don't need to process the rest
if (ScreenSavePic)
{
DrawScreen = false;
return;
}
//PrintLocationInfo(pp); //PrintLocationInfo(pp);
//PrintSpriteInfo(pp); //PrintSpriteInfo(pp);