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Move HOM removal from R_RenderPlayerView to D_Display
This lets duplicate displayplayers[0] render correctly, since repeating occurrences of displayplayers[0] won't clear the screen multiple times.
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2 changed files with 23 additions and 20 deletions
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@ -510,6 +510,29 @@ static void D_Display(void)
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ps_rendercalltime = I_GetPreciseTime();
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if (rendermode == render_soft)
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{
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if (cv_homremoval.value)
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{
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if (cv_homremoval.value == 1)
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{
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// Clear the software screen buffer to remove HOM
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memset(screens[0], 31, vid.width * vid.height * vid.bpp);
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}
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else
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{
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//'development' HOM removal -- makes it blindingly obvious if HOM is spotted.
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memset(screens[0], 32+(timeinmap&15), vid.width * vid.height * vid.bpp);
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}
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}
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if (r_splitscreen == 2)
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{
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// Draw over the fourth screen so you don't have to stare at a HOM :V
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V_DrawFill(viewwidth, viewheight, viewwidth, viewheight, 31|V_NOSCALESTART);
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}
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}
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for (i = 0; i <= r_splitscreen; i++)
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{
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if (players[displayplayers[i]].mo || players[displayplayers[i]].playerstate == PST_DEAD)
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20
src/r_main.c
20
src/r_main.c
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@ -1475,26 +1475,6 @@ void R_RenderPlayerView(void)
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INT32 nummasks = 1;
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maskcount_t* masks = malloc(sizeof(maskcount_t));
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// if this is display player 1
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if (cv_homremoval.value && player == &players[displayplayers[0]])
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{
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if (cv_homremoval.value == 1)
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{
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// Clear the software screen buffer to remove HOM
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memset(screens[0], 31, vid.width * vid.height * vid.bpp);
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}
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else
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{
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//'development' HOM removal -- makes it blindingly obvious if HOM is spotted.
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memset(screens[0], 32+(timeinmap&15), vid.width * vid.height * vid.bpp);
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}
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}
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else if (r_splitscreen == 2 && player == &players[displayplayers[2]])
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{
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// Draw over the fourth screen so you don't have to stare at a HOM :V
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V_DrawFill(viewwidth, viewheight, viewwidth, viewheight, 31|V_NOSCALESTART);
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}
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R_SetupFrame(viewssnum);
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framecount++;
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validcount++;
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