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- 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?
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parent
6ace2f8bf0
commit
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2 changed files with 5 additions and 16 deletions
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@ -2049,7 +2049,7 @@ drawscreen(PLAYERp pp)
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DrawScreen = TRUE;
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PreDraw();
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// part of new border refresh method
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if (RedrawScreen)
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if (RedrawScreen && !ScreenSavePic)
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{
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RedrawCompass = TRUE;
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RedrawScreen = FALSE;
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@ -2189,7 +2189,7 @@ drawscreen(PLAYERp pp)
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DrawOverlapRoom(tx, ty, tz, tang, thoriz, tsectnum);
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OverlapDraw = FALSE;
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if (dimensionmode != 6 && !ScreenSavePic)
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if (dimensionmode != 6)// && !ScreenSavePic)
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{
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// TEST this! Changed to camerapp
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//JS_DrawMirrors(camerapp, tx, ty, tz, tang, thoriz);
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@ -2444,27 +2444,15 @@ DrawCompass(PLAYERp pp)
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#if 0
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int
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ScreenSaveSetup(PLAYERp pp)
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bool GameInterface::GenerateSavePic()
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{
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short i;
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ScreenLoadSaveSetup(Player + myconnectindex);
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renderSetTarget(SAVE_SCREEN_TILE, SAVE_SCREEN_YSIZE, SAVE_SCREEN_XSIZE);
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ScreenSavePic = TRUE;
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drawscreen(Player + myconnectindex);
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ScreenSavePic = FALSE;
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renderRestoreTarget();
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return SAVE_SCREEN_TILE;
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return true;
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}
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#endif
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END_SW_NS
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@ -2431,6 +2431,7 @@ struct GameInterface : ::GameInterface
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int app_main() override;
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void UpdateScreenSize() override;
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void FreeGameData() override;
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bool GenerateSavePic() override;
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bool validate_hud(int) override;
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void set_hud_layout(int size) override;
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void set_hud_scale(int size) override;
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