mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- preparations for refactoring Blood's HUD drawer, mainly to pass the palette explicitly to the drawers.
This commit is contained in:
parent
ecdc92e6b9
commit
74c4bbc0e0
14 changed files with 123 additions and 134 deletions
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@ -1044,6 +1044,7 @@ int GameInterface::app_main()
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if (playvideo)
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credLogosDos();
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UpdateDacs(0, true);
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RESTART:
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sub_79760();
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@ -1202,7 +1203,6 @@ RESTART:
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gDemo.Close();
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if (gRestartGame)
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{
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UpdateDacs(0, true);
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Mus_Stop();
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soundEngine->StopAllChannels();
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gQuitGame = 0;
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@ -52,7 +52,7 @@ void CChoke::sub_83ff0(int a1, void(*a2)(PLAYER*))
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}
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}
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void CChoke::sub_84110(int x, int y)
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void CChoke::sub_84110(int x, int y, int basepal)
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{
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if (!at8)
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return;
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@ -67,18 +67,7 @@ void CChoke::sub_84110(int x, int y)
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atc = at8->at10;
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int vdi = at8->at10-atc;
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at8->Play(vdi-vd, vdi, -1, NULL);
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int vb = windowxy1.x;
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int v10 = windowxy1.y;
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int vc = windowxy2.x;
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int v8 = windowxy2.y;
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windowxy1.x = windowxy1.y = 0;
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windowxy2.x = xdim-1;
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windowxy2.y = ydim-1;
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at8->Draw(vdi, 10, 0, 0);
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windowxy1.x = vb;
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windowxy1.y = v10;
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windowxy2.x = vc;
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windowxy2.y = v8;
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at8->Draw(&twodpsp, vdi, 10, 0, 0, basepal, false);
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gFrameClock = v4;
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}
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@ -42,7 +42,7 @@ public:
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at18 = 0;
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};
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void sub_83ff0(int a1, void(*a2)(PLAYER*));
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void sub_84110(int x, int y);
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void sub_84110(int x, int y, int basepal);
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void sub_84218();
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char *at0;
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QAV *at8;
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@ -210,7 +210,6 @@ void credPlaySmk(const char *_pzSMK, const char *_pzWAV, int nWav)
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}
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}
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UpdateDacs(0, true);
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gameHandleEvents();
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ClockTicks nStartTime = totalclock;
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@ -114,13 +114,13 @@ void CGameMenuItemQAV::Draw(void)
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int backX = data->x;
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for (int i = 0; i < nCount; i++)
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{
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data->Draw(data->at10 - at2c, 10 + kQavOrientationLeft, 0, 0);
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data->Draw(twod, data->at10 - at2c, 10 + kQavOrientationLeft, 0, 0, 0, false);
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data->x += 320;
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}
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data->x = backX;
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}
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else
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data->Draw(data->at10 - at2c, 10, 0, 0);
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data->Draw(twod, data->at10 - at2c, 10, 0, 0, 0, false);
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windowxy1.x = wx1;
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windowxy1.y = wy1;
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@ -51,7 +51,7 @@ struct PLAYER;
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extern QAV* weaponQAV[];
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void WeaponInit(void);
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void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5);
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void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int basepal);
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void WeaponRaise(PLAYER *pPlayer);
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void WeaponLower(PLAYER *pPlayer);
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char WeaponUpgrade(PLAYER *pPlayer, char newWeapon);
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@ -4793,7 +4793,7 @@ void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene) {
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}
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}
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, int a3, int a4, int a5) {
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, int a3, int a4, int a5, int basepal) {
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if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
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QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
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@ -4813,21 +4813,12 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, int a3, int a4, int a5) {
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if (!(pSprite->flags & kModernTypeFlag1)) {
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pQAV->x = a3; pQAV->y = a4;
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pQAV->Draw(v4, flags, a2, a5);
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pQAV->Draw(&twodpsp, v4, flags, a2, a5, basepal, true);
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// draw fullscreen (currently 4:3 only)
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} else {
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int wx1 = windowxy1.x, wy1 = windowxy1.y, wx2 = windowxy2.x, wy2 = windowxy2.y;
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windowxy2.x = xdim - 1; windowxy2.y = ydim - 1;
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windowxy1.x = windowxy1.y = 0;
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pQAV->Draw(v4, flags, a2, a5);
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windowxy1.x = wx1; windowxy1.y = wy1;
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windowxy2.x = wx2; windowxy2.y = wy2;
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// What an awful hack... :?
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pQAV->Draw(&twodpsp, v4, flags, a2, a5, basepal, false);
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}
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}
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@ -314,7 +314,7 @@ void playerDeactivateShrooms(PLAYER* pPlayer);
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QAV* playerQavSceneLoad(int qavId);
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void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene);
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void playerQavScenePlay(PLAYER* pPlayer);
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, int a3, int a4, int a5);
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, int a3, int a4, int a5, int basepal);
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void playerQavSceneReset(PLAYER* pPlayer);
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// ------------------------------------------------------------------------- //
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void callbackUniMissileBurst(int nSprite);
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@ -23,6 +23,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "v_2ddrawer.h"
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#include "compat.h"
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#include "common_game.h"
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#include "qav.h"
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@ -43,7 +44,7 @@ int qavRegisterClient(void(*pClient)(int, void *))
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return nClients++;
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}
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void DrawFrame(int x, int y, TILE_FRAME *pTile, int stat, int shade, int palnum)
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void DrawFrame(F2DDrawer *twod, int x, int y, TILE_FRAME *pTile, int stat, int shade, int palnum, int basepal, bool to3dview)
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{
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stat |= pTile->stat;
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int angle = pTile->angle;
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@ -60,12 +61,22 @@ void DrawFrame(int x, int y, TILE_FRAME *pTile, int stat, int shade, int palnum)
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}
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if (palnum <= 0)
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palnum = pTile->palnum;
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rotatesprite((x + pTile->x) << 16, (y + pTile->y) << 16, pTile->z, angle,
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pTile->picnum, ClipRange(pTile->shade + shade, -128, 127), palnum, stat,
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windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
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if (!to3dview)
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{
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twod_rotatesprite(twod, (x + pTile->x) << 16, (y + pTile->y) << 16, pTile->z, angle,
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pTile->picnum, ClipRange(pTile->shade + shade, -128, 127), palnum, stat,
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0, 0, 0, 0, twod->GetWidth(), twod->GetHeight(), nullptr, basepal);
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}
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else
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{
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twod_rotatesprite(twod, (x + pTile->x) << 16, (y + pTile->y) << 16, pTile->z, angle,
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pTile->picnum, ClipRange(pTile->shade + shade, -128, 127), palnum, stat,
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0, 0, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y, nullptr, basepal);
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}
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}
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void QAV::Draw(int ticks, int stat, int shade, int palnum)
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void QAV::Draw(F2DDrawer* twod, int ticks, int stat, int shade, int palnum, int basepal, bool to3dview)
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{
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dassert(ticksPerFrame > 0);
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int nFrame = ticks / ticksPerFrame;
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@ -74,7 +85,7 @@ void QAV::Draw(int ticks, int stat, int shade, int palnum)
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for (int i = 0; i < 8; i++)
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{
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if (pFrame->tiles[i].picnum > 0)
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DrawFrame(x, y, &pFrame->tiles[i], stat, shade, palnum);
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DrawFrame(twod, x, y, &pFrame->tiles[i], stat, shade, palnum, basepal, to3dview);
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}
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}
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@ -25,6 +25,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "common_game.h"
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#include "blood.h"
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class F2DDrawer;
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BEGIN_BLD_NS
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#define kQavOrientationLeft 4096
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@ -79,7 +81,7 @@ struct QAV
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//SPRITE *pSprite; // 1c
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char pad3[4]; // 20
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FRAMEINFO frames[1]; // 24
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void Draw(int ticks, int stat, int shade, int palnum);
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void Draw(F2DDrawer *twod, int ticks, int stat, int shade, int palnum, int basepal, bool inviewport);
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void Play(int, int, int, void *);
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void Preload(void);
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void Precache(void);
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@ -131,7 +131,6 @@ void scrSetGameMode(int vidMode, int XRes, int YRes, int nBits)
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videoInit();
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videoClearViewableArea(0);
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videoNextPage();
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scrSetPalette(curPalette);
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}
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END_BLD_NS
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@ -2917,69 +2917,68 @@ void UpdateDacs(int nPalette, bool bNoTint)
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scrSetPalette(nPalette);
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oldPalette = nPalette;
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}
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if (videoGetRenderMode() >= REND_POLYMOST)
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gLastPal = 0;
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auto& tint = lookups.tables[MAXPALOOKUPS - 1];
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tint.tintFlags = 0;
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switch (nPalette)
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{
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gLastPal = 0;
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auto &tint = lookups.tables[MAXPALOOKUPS-1];
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int nRed = 0;
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int nGreen = 0;
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int nBlue = 0;
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tint.tintFlags = 0;
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switch (nPalette)
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{
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case 0:
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default:
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tint.tintColor.r = 255;
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tint.tintColor.g = 255;
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tint.tintColor.b = 255;
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break;
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case 1:
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tint.tintColor.r = 132;
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tint.tintColor.g = 164;
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tint.tintColor.b = 255;
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break;
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case 2:
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tint.tintColor.r = 255;
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tint.tintColor.g = 126;
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tint.tintColor.b = 105;
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break;
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case 3:
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tint.tintColor.r = 162;
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tint.tintColor.g = 186;
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tint.tintColor.b = 15;
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break;
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case 4:
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tint.tintColor.r = 255;
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tint.tintColor.g = 255;
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tint.tintColor.b = 255;
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break;
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}
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if (!bNoTint)
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{
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nRed += gView->pickupEffect;
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nGreen += gView->pickupEffect;
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nBlue -= gView->pickupEffect;
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nRed += ClipHigh(gView->painEffect, 85)*2;
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nGreen -= ClipHigh(gView->painEffect, 85)*3;
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nBlue -= ClipHigh(gView->painEffect, 85)*3;
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nRed -= gView->blindEffect;
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nGreen -= gView->blindEffect;
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nBlue -= gView->blindEffect;
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nRed -= gView->chokeEffect>>6;
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nGreen -= gView->chokeEffect>>5;
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nBlue -= gView->chokeEffect>>6;
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}
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nRed = ClipRange(nRed, -255, 255);
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nGreen = ClipRange(nGreen, -255, 255);
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nBlue = ClipRange(nBlue, -255, 255);
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videoSetPalette(nPalette);
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videoTintBlood(nRed, nGreen, nBlue);
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case 0:
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default:
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tint.tintColor.r = 255;
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tint.tintColor.g = 255;
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tint.tintColor.b = 255;
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break;
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case 1:
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tint.tintColor.r = 132;
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tint.tintColor.g = 164;
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tint.tintColor.b = 255;
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break;
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case 2:
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tint.tintColor.r = 255;
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tint.tintColor.g = 126;
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tint.tintColor.b = 105;
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break;
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case 3:
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tint.tintColor.r = 162;
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tint.tintColor.g = 186;
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tint.tintColor.b = 15;
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break;
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case 4:
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tint.tintColor.r = 255;
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tint.tintColor.g = 255;
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tint.tintColor.b = 255;
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break;
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}
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videoSetPalette(nPalette);
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}
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void UpdateBlend()
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{
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int nRed = 0;
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int nGreen = 0;
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int nBlue = 0;
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nRed += gView->pickupEffect;
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nGreen += gView->pickupEffect;
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nBlue -= gView->pickupEffect;
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nRed += ClipHigh(gView->painEffect, 85) * 2;
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nGreen -= ClipHigh(gView->painEffect, 85) * 3;
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nBlue -= ClipHigh(gView->painEffect, 85) * 3;
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nRed -= gView->blindEffect;
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nGreen -= gView->blindEffect;
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nBlue -= gView->blindEffect;
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nRed -= gView->chokeEffect >> 6;
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nGreen -= gView->chokeEffect >> 5;
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nBlue -= gView->chokeEffect >> 6;
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nRed = ClipRange(nRed, -255, 255);
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nGreen = ClipRange(nGreen, -255, 255);
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nBlue = ClipRange(nBlue, -255, 255);
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videoTintBlood(nRed, nGreen, nBlue);
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}
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char otherMirrorGotpic[2];
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@ -3102,6 +3101,20 @@ void viewDrawScreen(bool sceneonly)
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}
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if (gViewMode == 3 || gOverlayMap)
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{
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int basepal = 0;
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if (powerupCheck(gView, kPwUpDeathMask) > 0) basepal = 4;
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else if (powerupCheck(gView, kPwUpReflectShots) > 0) basepal = 1;
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else if (gView->isUnderwater) {
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if (gView->nWaterPal) basepal = gView->nWaterPal;
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else {
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if (gView->pXSprite->medium == kMediumWater) basepal = 1;
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else if (gView->pXSprite->medium == kMediumGoo) basepal = 3;
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else basepal = 2;
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}
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}
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UpdateDacs(basepal);
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UpdateBlend();
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int yxAspect = yxaspect;
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int viewingRange = viewingrange;
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if (r_usenewaspect)
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@ -3443,12 +3456,11 @@ void viewDrawScreen(bool sceneonly)
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}
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#endif
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PspTwoDSetter p2set;
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if (gViewPos == 0)
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{
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if (cl_crosshair)
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{
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rotatesprite(160<<16, defaultHoriz<<16, 65536, 0, kCrosshairTile, 0, 0, 2, gViewX0, gViewY0, gViewX1, gViewY1);
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twod_rotatesprite(&twodpsp, 160<<16, defaultHoriz<<16, 65536, 0, kCrosshairTile, 0, 0, 2, 0, 0, gViewX0, gViewY0, gViewX1, gViewY1);
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}
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cX = (v4c >> 8) + 160;
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cY = (v48 >> 8) + 220 + (zDelta >> 7);
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@ -3461,14 +3473,14 @@ void viewDrawScreen(bool sceneonly)
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}
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#ifdef NOONE_EXTENSIONS
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if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette);
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else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette);
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if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette, basepal);
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else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette, basepal);
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else {
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gView->sceneQav = gView->weaponQav = -1;
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gView->weaponTimer = gView->curWeapon = 0;
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}
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#else
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WeaponDraw(gView, nShade, cX, cY, nPalette);
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WeaponDraw(gView, nShade, cX, cY, nPalette, curbasepal);
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#endif
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@ -3480,22 +3492,22 @@ void viewDrawScreen(bool sceneonly)
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}
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if (packItemActive(gView, 1))
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{
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rotatesprite(0, 0, 65536, 0, 2344, 0, 0, 256 + 18, gViewX0, gViewY0, gViewX1, gViewY1);
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rotatesprite(320 << 16, 0, 65536, 1024, 2344, 0, 0, 512 + 22, gViewX0, gViewY0, gViewX1, gViewY1);
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rotatesprite(0, 200 << 16, 65536, 0, 2344, 0, 0, 256 + 22, gViewX0, gViewY0, gViewX1, gViewY1);
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rotatesprite(320 << 16, 200 << 16, 65536, 1024, 2344, 0, 0, 512 + 18, gViewX0, gViewY0, gViewX1, gViewY1);
|
||||
twod_rotatesprite(&twodpsp, 0, 0, 65536, 0, 2344, 0, 0, 256 + 18, 0, 0, gViewX0, gViewY0, gViewX1, gViewY1, nullptr, basepal);
|
||||
twod_rotatesprite(&twodpsp, 320 << 16, 0, 65536, 1024, 2344, 0, 0, 512 + 22, 0, 0, gViewX0, gViewY0, gViewX1, gViewY1, nullptr, basepal);
|
||||
twod_rotatesprite(&twodpsp, 0, 200 << 16, 65536, 0, 2344, 0, 0, 256 + 22, 0, 0, gViewX0, gViewY0, gViewX1, gViewY1, nullptr, basepal);
|
||||
twod_rotatesprite(&twodpsp, 320 << 16, 200 << 16, 65536, 1024, 2344, 0, 0, 512 + 18, 0, 0, gViewX0, gViewY0, gViewX1, gViewY1, nullptr, basepal);
|
||||
if (gDetail >= 4)
|
||||
{
|
||||
rotatesprite(15 << 16, 3 << 16, 65536, 0, 2346, 32, 0, 256 + 19, gViewX0, gViewY0, gViewX1, gViewY1);
|
||||
rotatesprite(212 << 16, 77 << 16, 65536, 0, 2347, 32, 0, 512 + 19, gViewX0, gViewY0, gViewX1, gViewY1);
|
||||
twod_rotatesprite(&twodpsp, 15 << 16, 3 << 16, 65536, 0, 2346, 32, 0, 256 + 19, 0, 0, gViewX0, gViewY0, gViewX1, gViewY1, nullptr, basepal);
|
||||
twod_rotatesprite(&twodpsp, 212 << 16, 77 << 16, 65536, 0, 2347, 32, 0, 512 + 19, 0, 0, gViewX0, gViewY0, gViewX1, gViewY1, nullptr, basepal);
|
||||
}
|
||||
}
|
||||
if (powerupCheck(gView, kPwUpAsbestArmor) > 0)
|
||||
{
|
||||
rotatesprite(0, 200 << 16, 65536, 0, 2358, 0, 0, 256 + 22, gViewX0, gViewY0, gViewX1, gViewY1);
|
||||
rotatesprite(320 << 16, 200 << 16, 65536, 1024, 2358, 0, 0, 512 + 18, gViewX0, gViewY0, gViewX1, gViewY1);
|
||||
twod_rotatesprite(&twodpsp, 0, 200 << 16, 65536, 0, 2358, 0, 0, 256 + 22, 0, 0, gViewX0, gViewY0, gViewX1, gViewY1, nullptr, basepal);
|
||||
twod_rotatesprite(&twodpsp, 320 << 16, 200 << 16, 65536, 1024, 2358, 0, 0, 512 + 18, 0, 0, gViewX0, gViewY0, gViewX1, gViewY1, nullptr, basepal);
|
||||
}
|
||||
p2set.clear();
|
||||
|
||||
if (v4 && gNetPlayers > 1)
|
||||
{
|
||||
DoLensEffect();
|
||||
|
@ -3506,18 +3518,8 @@ void viewDrawScreen(bool sceneonly)
|
|||
rotatesprite(280 << 16, 35 << 16, 53248, 0, 1683, v10, 0, 512 + 35, gViewX0, gViewY0, gViewX1, gViewY1);
|
||||
renderSetAspect(viewingRange, yxAspect);
|
||||
}
|
||||
|
||||
if (powerupCheck(gView, kPwUpDeathMask) > 0) nPalette = 4;
|
||||
else if (powerupCheck(gView, kPwUpReflectShots) > 0) nPalette = 1;
|
||||
else if (gView->isUnderwater) {
|
||||
if (gView->nWaterPal) nPalette = gView->nWaterPal;
|
||||
else {
|
||||
if (gView->pXSprite->medium == kMediumWater) nPalette = 1;
|
||||
else if (gView->pXSprite->medium == kMediumGoo) nPalette = 3;
|
||||
else nPalette = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
UpdateDacs(0, true); // keep the view palette active only for the actual 3D view and its overlays.
|
||||
if (gViewMode == 4)
|
||||
{
|
||||
gViewMap.sub_25DB0(gView->pSprite);
|
||||
|
@ -3528,7 +3530,7 @@ void viewDrawScreen(bool sceneonly)
|
|||
if (IsPlayerSprite(gMe->pSprite) && pPSprite->hand == 1)
|
||||
{
|
||||
//static int lastClock;
|
||||
gChoke.sub_84110(160, zn);
|
||||
gChoke.sub_84110(160, zn, 0);
|
||||
//if ((gGameClock % 5) == 0 && gGameClock != lastClock)
|
||||
//{
|
||||
// gChoke.swayV(pPSprite);
|
||||
|
@ -3561,7 +3563,6 @@ void viewDrawScreen(bool sceneonly)
|
|||
{
|
||||
RestoreInterpolations();
|
||||
}
|
||||
UpdateDacs(nPalette);
|
||||
}
|
||||
|
||||
bool GameInterface::GenerateSavePic()
|
||||
|
@ -3637,7 +3638,6 @@ void viewLoadingScreenUpdate(const char *pzText4, int nPercent)
|
|||
|
||||
void viewLoadingScreen(int nTile, const char *pText, const char *pText2, const char *pText3)
|
||||
{
|
||||
UpdateDacs(0, true);
|
||||
nLoadingScreenTile = nTile;
|
||||
if (pText)
|
||||
strncpy(pzLoadingScreenText1, pText, 256);
|
||||
|
|
|
@ -232,7 +232,7 @@ void WeaponPrecache(void)
|
|||
}
|
||||
}
|
||||
|
||||
void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5)
|
||||
void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5, int basepal)
|
||||
{
|
||||
dassert(pPlayer != NULL);
|
||||
if (pPlayer->weaponQav == -1)
|
||||
|
@ -252,7 +252,7 @@ void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5)
|
|||
a2 = -128;
|
||||
flags |= 1;
|
||||
}
|
||||
pQAV->Draw(v4, flags, a2, a5);
|
||||
pQAV->Draw(&twodpsp, v4, flags, a2, a5, basepal, true);
|
||||
}
|
||||
|
||||
void WeaponPlay(PLAYER *pPlayer)
|
||||
|
|
|
@ -2990,14 +2990,12 @@ void videoNextPage(void)
|
|||
videoShowFrame(0);
|
||||
}
|
||||
|
||||
#ifdef USE_OPENGL
|
||||
omdtims = mdtims;
|
||||
mdtims = timerGetTicks();
|
||||
|
||||
for (native_t i = 0; i < MAXSPRITES + MAXUNIQHUDID; ++i)
|
||||
if ((mdpause && spriteext[i].mdanimtims) || (spriteext[i].flags & SPREXT_NOMDANIM))
|
||||
spriteext[i].mdanimtims += mdtims - omdtims;
|
||||
#endif
|
||||
|
||||
beforedrawrooms = 1;
|
||||
numframes++;
|
||||
|
|
Loading…
Reference in a new issue