- enabled savegame pictures in Shadow Warrior.

Unlike the original game this enables mirrors - no idea why they were disabled, some limitation of the software renderer, maybe?
This commit is contained in:
Christoph Oelckers 2020-01-14 20:44:20 +01:00
parent 6ace2f8bf0
commit e30975581b
2 changed files with 5 additions and 16 deletions

View file

@ -2049,7 +2049,7 @@ drawscreen(PLAYERp pp)
DrawScreen = TRUE;
PreDraw();
// part of new border refresh method
if (RedrawScreen)
if (RedrawScreen && !ScreenSavePic)
{
RedrawCompass = TRUE;
RedrawScreen = FALSE;
@ -2189,7 +2189,7 @@ drawscreen(PLAYERp pp)
DrawOverlapRoom(tx, ty, tz, tang, thoriz, tsectnum);
OverlapDraw = FALSE;
if (dimensionmode != 6 && !ScreenSavePic)
if (dimensionmode != 6)// && !ScreenSavePic)
{
// TEST this! Changed to camerapp
//JS_DrawMirrors(camerapp, tx, ty, tz, tang, thoriz);
@ -2444,27 +2444,15 @@ DrawCompass(PLAYERp pp)
#if 0
int
ScreenSaveSetup(PLAYERp pp)
bool GameInterface::GenerateSavePic()
{
short i;
ScreenLoadSaveSetup(Player + myconnectindex);
renderSetTarget(SAVE_SCREEN_TILE, SAVE_SCREEN_YSIZE, SAVE_SCREEN_XSIZE);
ScreenSavePic = TRUE;
drawscreen(Player + myconnectindex);
ScreenSavePic = FALSE;
renderRestoreTarget();
return SAVE_SCREEN_TILE;
return true;
}
#endif
END_SW_NS

View file

@ -2431,6 +2431,7 @@ struct GameInterface : ::GameInterface
int app_main() override;
void UpdateScreenSize() override;
void FreeGameData() override;
bool GenerateSavePic() override;
bool validate_hud(int) override;
void set_hud_layout(int size) override;
void set_hud_scale(int size) override;