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- fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed.
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a5d9886aa9
commit
66cb7f61a4
22 changed files with 166 additions and 193 deletions
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@ -533,25 +533,27 @@ void precacheMarkedTiles()
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}
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}
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void hud_drawsprite(double sx, double sy, int z, double a, int picnum, int dashade, int dapalnum, int dastat)
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void hud_drawsprite(double sx, double sy, int z, double a, int picnum, int dashade, int dapalnum, int dastat, double alpha)
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{
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double dz = z / 65536.;
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int light = Scale(numshades - clamp(dashade, 0, numshades - 1), 255, numshades);
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PalEntry pe(255, light, light, light);
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alpha *= (dastat & RS_TRANS1)? glblend[0].def[!!(dastat & RS_TRANS2)].alpha : 1.;
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DrawTexture(&twodpsp, tileGetTexture(picnum, true), sx, sy,
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DTA_ScaleX, dz, DTA_ScaleY, dz,
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DTA_Color, pe,
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DTA_Color, shadeToLight(dashade),
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DTA_TranslationIndex, TRANSLATION(Translation_Remap + curbasepal, dapalnum),
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DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y,
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DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1,
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DTA_FullscreenScale, (dastat & RS_STRETCH)? 4: 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_FullscreenScale, (dastat & RS_STRETCH)? FSMode_ScaleToScreen: FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_CenterOffsetRel, !(dastat & (RS_TOPLEFT | RS_CENTER)),
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DTA_TopLeft, !!(dastat & RS_TOPLEFT),
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DTA_CenterOffset, !!(dastat & RS_CENTER),
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DTA_FlipX, !!(dastat & RS_YFLIP), // the weapon drawer uses y-flip+180° rotation for x-flip but no other transformation.
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DTA_FlipX, !!(dastat & RS_XFLIPHUD),
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DTA_FlipY, !!(dastat & RS_YFLIPHUD),
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DTA_Pin, (dastat & RS_ALIGN_R) ? 1 : (dastat & RS_ALIGN_L) ? -1 : 0,
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DTA_Rotate, a * (-360./2048),
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DTA_FlipOffsets, !(dastat & (/*RS_TOPLEFT |*/ RS_CENTER)),
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DTA_Alpha, alpha,
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TAG_DONE);
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}
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