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- use Pal_2D for Duke's title screen.
This has transparent overlays so it must not disable translucency.
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4 changed files with 4 additions and 4 deletions
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@ -4694,7 +4694,7 @@ void Net_WaitForServer(void)
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if (numplayers < 2 || g_netServer)
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return;
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P_SetGamePalette(g_player[myconnectindex].ps, TITLEPAL, Pal_Fullscreen);
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P_SetGamePalette(g_player[myconnectindex].ps, TITLEPAL, Pal_2D);
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do
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{
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@ -1206,7 +1206,7 @@ void gameDisplayTitleScreen(void)
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videoClearScreen(0);
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// g_player[myconnectindex].ps->palette = titlepal;
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P_SetGamePalette(g_player[myconnectindex].ps, TITLEPAL, Pal_Fullscreen); // JBF 20040308
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P_SetGamePalette(g_player[myconnectindex].ps, TITLEPAL, Pal_2D); // JBF 20040308
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renderFlushPerms();
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rotatesprite_fs(160 << 16, 100 << 16, 65536L, 0, BETASCREEN, 0, 0, 2 + 8 + 64 + BGSTRETCH);
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inputState.keyFlushChars();
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@ -164,7 +164,7 @@ void Net_WaitForEverybody(void)
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}
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P_SetGamePalette(g_player[myconnectindex].ps, TITLEPAL, Pal_Fullscreen);
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P_SetGamePalette(g_player[myconnectindex].ps, TITLEPAL, Pal_2D);
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do
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{
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@ -1297,7 +1297,7 @@ void G_DisplayLogo(void)
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videoClearScreen(0);
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//g_player[myconnectindex].ps->palette = titlepal;
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P_SetGamePalette(g_player[myconnectindex].ps, TITLEPAL, Pal_Fullscreen); // JBF 20040308
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P_SetGamePalette(g_player[myconnectindex].ps, TITLEPAL, Pal_2D); // JBF 20040308
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renderFlushPerms();
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rotatesprite_fs(160<<16, 100<<16, 65536L, 0, BETASCREEN, 0, 0, 2+8+64+BGSTRETCH);
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inputState.keyFlushChars();
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