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- place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
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parent
7ea053bd90
commit
ad24a1ce31
24 changed files with 204 additions and 163 deletions
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@ -328,11 +328,11 @@ void DMenu::Drawer ()
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int y = (!(m_show_backbutton&2))? 0:screen->GetHeight() - h;
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if (mBackbuttonSelected && (mMouseCapture || m_use_mouse == 1))
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{
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DrawTexture(&twod, tex, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, MAKEARGB(40, 255,255,255), TAG_DONE);
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DrawTexture(twod, tex, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, MAKEARGB(40, 255,255,255), TAG_DONE);
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}
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else
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{
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DrawTexture(&twod, tex, x, y, DTA_CleanNoMove, true, DTA_Alpha, BackbuttonAlpha, TAG_DONE);
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DrawTexture(twod, tex, x, y, DTA_CleanNoMove, true, DTA_Alpha, BackbuttonAlpha, TAG_DONE);
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}
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}
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}
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@ -879,7 +879,7 @@ void M_Drawer (void)
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if (DMenu::CurrentMenu != NULL && menuactive != MENU_Off)
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{
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if (DMenu::CurrentMenu->DimAllowed() && fade && !DrawBackground) twod.AddColorOnlyQuad(0, 0, screen->GetWidth(), screen->GetHeight(), fade);
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if (DMenu::CurrentMenu->DimAllowed() && fade && !DrawBackground) twod->AddColorOnlyQuad(0, 0, screen->GetWidth(), screen->GetHeight(), fade);
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bool going = false;
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if (transition.previous)
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