mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- added wipe transitions to screen job
Mainly to have the crossfade, the other styles are mostly bonus. This also adds proper scoping to the cutscene code, which needs to run in UI scope.
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parent
21b4862460
commit
0dc670da8e
13 changed files with 86 additions and 35 deletions
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@ -279,7 +279,7 @@ Wiper_Melt::Wiper_Melt()
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bool Wiper_Melt::Run(int ticks)
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{
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bool done;
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bool done = false;
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DrawTexture(twod, endScreen, 0, 0, DTA_FlipY, screen->RenderTextureIsFlipped(), DTA_Masked, false, TAG_DONE);
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// Copy the old screen in vertical strips on top of the new one.
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@ -366,14 +366,13 @@ Wiper_Burn::~Wiper_Burn()
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bool Wiper_Burn::Run(int ticks)
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{
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bool done;
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bool done = false;
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BurnTime += ticks;
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ticks *= 2;
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// Make the fire burn
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done = false;
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while (!done && ticks--)
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{
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Density = wipe_CalcBurn(BurnArray, WIDTH, HEIGHT, Density);
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@ -334,6 +334,21 @@ bool StartCutscene(const char* s, int flags, const CompletionFunc& completion)
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return StartCutscene(def, flags, completion);
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}
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//=============================================================================
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//
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// initiates a screen wipe. Needs to call the game code for it.
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//
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//=============================================================================
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DEFINE_ACTION_FUNCTION(DScreenJobRunner, setTransition)
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{
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PARAM_PROLOGUE;
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PARAM_INT(type);
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if (type && sysCallbacks.SetTransition) sysCallbacks.SetTransition(type);
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return 0;
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}
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//=============================================================================
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//
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//
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@ -34,6 +34,7 @@ struct SystemCallbacks
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void (*FontCharCreated)(FGameTexture* base, FGameTexture* untranslated);
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void (*ToggleFullConsole)();
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void (*StartCutscene)(bool blockui);
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void (*SetTransition)(int type);
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};
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extern SystemCallbacks sysCallbacks;
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@ -79,6 +79,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "hw_palmanager.h"
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#include "razefont.h"
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#include "coreactor.h"
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#include "wipe.h"
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CVAR(Bool, autoloadlights, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, autoloadbrightmaps, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -182,6 +183,7 @@ bool pausedWithKey;
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bool gamesetinput = false;
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int PlayClock;
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extern int nextwipe;
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CUSTOM_CVAR(Int, cl_gender, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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@ -542,6 +544,11 @@ static void System_StartCutscene(bool blockui)
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gameaction = blockui ? ga_intro : ga_intermission;
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}
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static void System_SetTransition(int type)
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{
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nextwipe = type;
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}
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void I_StartupJoysticks();
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void I_ShutdownInput();
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int RunGame();
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@ -579,6 +586,7 @@ int GameMain()
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FontCharCreated,
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System_ToggleFullConsole,
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System_StartCutscene,
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System_SetTransition,
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};
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try
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@ -88,6 +88,7 @@
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#include "savegamehelp.h"
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#include "v_draw.h"
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#include "gamehud.h"
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#include "wipe.h"
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CVAR(Bool, vid_activeinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, r_ticstability, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -104,6 +105,7 @@ bool r_NoInterpolate;
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int entertic;
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int oldentertics;
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int gametic;
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int nextwipe = wipe_None;
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FString savename;
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FString BackupSaveGame;
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@ -375,6 +377,21 @@ static void GameTicker()
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}
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void DrawOverlays()
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{
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NetUpdate(); // send out any new accumulation
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if (gamestate != GS_INTRO) // do not draw overlays on the intros
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{
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// Draw overlay elements
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CT_Drawer();
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C_DrawConsole();
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M_Drawer();
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FStat::PrintStat(twod);
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}
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DrawRateStuff();
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}
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//==========================================================================
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//
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// Display
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@ -389,6 +406,12 @@ void Display()
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return;
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}
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FTexture* wipestart = nullptr;
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if (nextwipe != wipe_None)
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{
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wipestart = screen->WipeStartScreen();
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}
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screen->FrameTime = I_msTimeFS();
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tileUpdateAnimations();
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screen->BeginFrame();
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@ -408,7 +431,6 @@ void Display()
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case GS_INTRO:
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case GS_CUTSCENE:
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// screen jobs are not bound by the game ticker so they need to be ticked in the display loop.
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ScreenJobDraw();
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break;
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@ -420,6 +442,7 @@ void Display()
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screen->SetSceneRenderTarget(gl_ssao != 0);
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updateModelInterpolation();
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gi->Render();
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if (vid_renderer == 0) videoShowFrame();
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DrawFullscreenBlends();
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drawMapTitle();
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break;
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@ -431,20 +454,14 @@ void Display()
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break;
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}
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NetUpdate(); // send out any new accumulation
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if (gamestate != GS_INTRO) // do not draw overlays on the intros
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if (nextwipe == wipe_None)
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DrawOverlays();
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else
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{
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// Draw overlay elements
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CT_Drawer();
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C_DrawConsole();
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M_Drawer();
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FStat::PrintStat(twod);
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PerformWipe(wipestart, screen->WipeEndScreen(), nextwipe, true, DrawOverlays);
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nextwipe = wipe_None;
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}
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DrawRateStuff();
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if (vid_renderer == 0) videoShowFrame(1);
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else screen->Update();
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screen->Update();
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}
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//==========================================================================
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@ -417,7 +417,7 @@ int32_t r_scenebrightness = 0;
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void videoShowFrame(int32_t w)
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void videoShowFrame()
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{
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int oldssao = gl_ssao;
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@ -428,7 +428,6 @@ void videoShowFrame(int32_t w)
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screen->PostProcessScene(false, 0, Brightness, []() {
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Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
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});
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screen->Update();
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screen->mVertexData->Reset();
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screen->mViewpoints->Clear();
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@ -310,4 +310,4 @@ void renderSetVisibility(float v);
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void renderSetViewpoint(float x, float y, float z);
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void renderBeginScene();
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void renderFinishScene();
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void videoShowFrame(int32_t);
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void videoShowFrame();
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@ -1,5 +1,5 @@
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class ScreenJob : Object
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class ScreenJob : Object UI
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{
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int flags;
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float fadetime; // in milliseconds
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@ -25,6 +25,11 @@ class ScreenJob : Object
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fadeout = 2,
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stopmusic = 4,
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stopsound = 8,
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transition_shift = 4,
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transition_mask = 48,
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transition_melt = 16,
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transition_burn = 32,
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transition_crossfade = 48,
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};
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void Init(int fflags = 0, float fadet = 250.f)
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@ -60,6 +65,7 @@ class ScreenJob : Object
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if (flags & stopmusic) System.StopMusic();
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if (flags & stopsound) System.StopAllSounds();
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}
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}
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//---------------------------------------------------------------------------
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@ -298,7 +304,7 @@ class MoviePlayerJob : SkippableScreenJob
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//
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//---------------------------------------------------------------------------
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class ScreenJobRunner : Object
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class ScreenJobRunner : Object UI
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{
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enum ERunState
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{
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@ -318,6 +324,8 @@ class ScreenJobRunner : Object
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int fadeticks;
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int last_paused_tic;
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native static void setTransition(int type);
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void Init(bool clearbefore_, bool skipall_)
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{
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clearbefore = clearbefore_;
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@ -378,6 +386,10 @@ class ScreenJobRunner : Object
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{
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jobs[index].fadestate = !paused && jobs[index].flags & ScreenJob.fadein? ScreenJob.fadein : ScreenJob.visible;
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jobs[index].Start();
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if (jobs[index].flags & ScreenJob.transition_mask)
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{
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setTransition((jobs[index].flags & ScreenJob.transition_mask) >> ScreenJob.Transition_Shift);
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}
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}
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}
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@ -41,7 +41,7 @@ class BloodIntroImage : ImageScreen
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}
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}
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struct BloodScreen
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struct BloodScreen ui
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{
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enum EConstants
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{
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@ -289,7 +289,7 @@ class BloodLoadScreen : ScreenJob
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//
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//---------------------------------------------------------------------------
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class BloodCutscenes
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class BloodCutscenes ui
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{
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static void BuildIntro(ScreenJobRunner runner)
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{
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@ -26,7 +26,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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class DukeCutscenes // Note: must be class, not struct, otherwise we cannot easily look up the methods from C++.
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class DukeCutscenes ui // Note: must be class, not struct, otherwise we cannot easily look up the methods from C++.
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{
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//---------------------------------------------------------------------------
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//
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@ -261,7 +261,7 @@ class DukeCutscenes // Note: must be class, not struct, otherwise we cannot easi
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}
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class RRCutscenes
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class RRCutscenes ui
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{
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//---------------------------------------------------------------------------
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@ -784,7 +784,7 @@ class ExCredits : ScreenJob
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}
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}
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class ExhumedCutscenes
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class ExhumedCutscenes ui
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{
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//---------------------------------------------------------------------------
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//
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@ -361,7 +361,7 @@ class SWLoadScreen : ScreenJob
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}
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class SWCutscenes
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class SWCutscenes ui
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{
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//---------------------------------------------------------------------------
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//
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