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142 results
Show changes
......@@ -155,10 +155,6 @@ void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
#define V_PERPLAYER 0x80000000 // automatically adjust coordinates/scaling for splitscreen mode
// defines for old functions
#define V_DrawPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT, s|V_NOSCALESTART|V_NOSCALEPATCH, p, NULL)
#define V_DrawTranslucentMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT, s, p, c)
#define V_DrawSmallTranslucentMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, s, p, c)
#define V_DrawTinyTranslucentMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/4, s, p, c)
#define V_DrawMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT, s, p, c)
#define V_DrawSmallMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, s, p, c)
#define V_DrawTinyMappedPatch(x,y,s,p,c) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/4, s, p, c)
......@@ -166,9 +162,8 @@ void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
#define V_DrawSmallScaledPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, s, p, NULL)
#define V_DrawTinyScaledPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/4, s, p, NULL)
#define V_DrawTranslucentPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT, s, p, NULL)
#define V_DrawSmallTranslucentPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, s, p, NULL)
#define V_DrawTinyTranslucentPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT/4, s, p, NULL)
#define V_DrawSciencePatch(x,y,s,p,sc) V_DrawFixedPatch(x,y,sc,s,p,NULL)
#define V_DrawSplitscreenPatch(x,y,s,p,c) V_DrawCroppedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT, FRACUNIT, (s)|V_PERPLAYER, p, c, 0, 0, ((p)->width)<<FRACBITS, ((p)->height)<<FRACBITS)
#define V_DrawFixedPatch(x,y,sc,s,p,c) V_DrawStretchyFixedPatch(x,y,sc,sc,s,p,c)
void V_DrawStretchyFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, INT32 scrn, patch_t *patch, const UINT8 *colormap);
void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, INT32 scrn, patch_t *patch, const UINT8 *colormap, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h);
......
......@@ -13,6 +13,7 @@
#include "doomstat.h"
#include "d_main.h"
#include "f_finale.h"
#include "f_wipe.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "netcode/i_net.h"
......@@ -1328,9 +1329,7 @@ void Y_StartIntermission(void)
}
}
// We couldn't display the intermission even if we wanted to.
// But we still need to give the players their score bonuses, dummy.
//if (dedicated) return;
ScreenWipe_StopAll();
// This should always exist, but just in case...
if(!mapheaderinfo[prevmap])
......@@ -1365,6 +1364,8 @@ void Y_StartIntermission(void)
}
usetile = false;
ScreenWipe_DoCrossfade(DEFAULTWIPE);
// set up the "got through act" message according to skin name
if (stagefailed)
{
......@@ -1440,20 +1441,7 @@ void Y_StartIntermission(void)
// tile if using the default background
usetile = !useinterpic;
// get special stage specific patches
/* if (!stagefailed && ALL7EMERALDS(emeralds))
{
data.spec.cemerald = W_CachePatchName("GOTEMALL", PU_PATCH);
data.spec.headx = 70;
data.spec.nowsuper = players[consoleplayer].skin
? NULL : W_CachePatchName("NOWSUPER", PU_PATCH);
}
else
{
data.spec.cemerald = W_CachePatchName("CEMERALD", PU_PATCH);
data.spec.headx = 48;
data.spec.nowsuper = NULL;
} */
ScreenWipe_DoFadeOutIn();
// Super form stuff (normally blank)
data.spec.passed3[0] = '\0';
......@@ -1528,6 +1516,8 @@ void Y_StartIntermission(void)
usetile = true;
useinterpic = false;
ScreenWipe_DoFadeOutIn();
break;
}
......@@ -1552,6 +1542,8 @@ void Y_StartIntermission(void)
usetile = true;
useinterpic = false;
ScreenWipe_DoFadeOutIn();
break;
}
......@@ -1577,6 +1569,8 @@ void Y_StartIntermission(void)
usetile = true;
useinterpic = false;
ScreenWipe_DoFadeOutIn();
break;
}
......@@ -1601,6 +1595,8 @@ void Y_StartIntermission(void)
usetile = true;
useinterpic = false;
ScreenWipe_DoFadeOutIn();
break;
}
......