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M_DrawChallenges: Adjust drawing order so all underlays are drawn before any actual content
Prevents reticule on bottom row getting slightly cut off
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parent
500e951e59
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6d0409e33d
1 changed files with 14 additions and 7 deletions
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@ -5003,7 +5003,7 @@ static void M_DrawChallengePreview(INT32 x, INT32 y)
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void M_DrawChallenges(void)
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{
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INT32 x = currentMenu->x, explodex, selectx;
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INT32 y = currentMenu->y;
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INT32 y;
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INT16 i, j;
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const char *str;
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INT16 offset;
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@ -5030,12 +5030,25 @@ void M_DrawChallenges(void)
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#undef questionloop
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}
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// Do underlay for everything else early so the bottom of the reticule doesn't get shaded over.
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{
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y = 120;
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V_DrawScaledPatch(0, y,
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(10-challengetransparentstrength)<<V_ALPHASHIFT,
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W_CachePatchName("MENUHINT", PU_CACHE));
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V_DrawFadeFill(0, y+27, BASEVIDWIDTH, BASEVIDHEIGHT - (y+27), 0, 31, challengetransparentstrength);
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}
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if (gamedata->challengegrid == NULL || challengesmenu.extradata == NULL)
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{
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V_DrawCenteredString(x, y, V_REDMAP, "No challenges available!?");
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goto challengedesc;
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}
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y = currentMenu->y;
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V_DrawFadeFill(0, y-2, BASEVIDWIDTH, 90, 0, 31, challengetransparentstrength);
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x -= (challengesgridstep-1);
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@ -5122,12 +5135,6 @@ challengedesc:
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{
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y = 120;
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V_DrawScaledPatch(0, y,
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(10-challengetransparentstrength)<<V_ALPHASHIFT,
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W_CachePatchName("MENUHINT", PU_CACHE));
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V_DrawFadeFill(0, y+27, BASEVIDWIDTH, BASEVIDHEIGHT - (y+27), 0, 31, challengetransparentstrength);
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if (challengesmenu.currentunlock < MAXUNLOCKABLES)
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{
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str = unlockables[challengesmenu.currentunlock].name;
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