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https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Encore invert fade
This commit is contained in:
parent
274dc434ff
commit
aad0dbd076
8 changed files with 147 additions and 93 deletions
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@ -308,13 +308,6 @@ static void D_Display(void)
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wipedefindex = gamestate; // wipe_xxx_toblack
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if (gamestate == GS_TITLESCREEN && wipegamestate != GS_INTRO)
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wipedefindex = wipe_timeattack_toblack;
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else if (gamestate == GS_INTERMISSION)
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{
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if (intertype == int_spec) // Special Stage
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wipedefindex = wipe_specinter_toblack;
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else //if (intertype != int_coop) // Multiplayer
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wipedefindex = wipe_multinter_toblack;
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}
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if (rendermode != render_none)
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{
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@ -3256,29 +3256,13 @@ static void readwipes(MYFILE *f)
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else if (fastcmp(pword, "FINAL"))
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wipeoffset = wipe_intermission_final;
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}
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else if (fastncmp(word, "SPECINTER_", 10))
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{
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pword = word + 10;
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if (fastcmp(pword, "TOBLACK"))
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wipeoffset = wipe_specinter_toblack;
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else if (fastcmp(pword, "FINAL"))
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wipeoffset = wipe_specinter_final;
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}
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else if (fastncmp(word, "VOTING_", 7))
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{
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pword = word + 7;
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if (fastcmp(pword, "TOBLACK"))
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wipeoffset = wipe_specinter_toblack;
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wipeoffset = wipe_voting_toblack;
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else if (fastcmp(pword, "FINAL"))
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wipeoffset = wipe_specinter_final;
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}
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else if (fastncmp(word, "MULTINTER_", 10))
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{
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pword = word + 10;
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if (fastcmp(pword, "TOBLACK"))
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wipeoffset = wipe_multinter_toblack;
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else if (fastcmp(pword, "FINAL"))
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wipeoffset = wipe_multinter_final;
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wipeoffset = wipe_voting_final;
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}
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else if (fastncmp(word, "CONTINUING_", 11))
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{
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@ -3330,11 +3314,11 @@ static void readwipes(MYFILE *f)
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else if (fastcmp(pword, "FINAL"))
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wipeoffset = wipe_gameend_final;
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}
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else if (fastncmp(word, "SPECLEVEL_", 10))
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else if (fastncmp(word, "ENCORE_", 7))
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{
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pword = word + 10;
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if (fastcmp(pword, "TOWHITE"))
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wipeoffset = wipe_speclevel_towhite;
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pword = word + 7;
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if (fastcmp(pword, "TOINVERT"))
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wipeoffset = wipe_encore_toinvert;
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}
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if (wipeoffset < 0)
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@ -3344,10 +3328,10 @@ static void readwipes(MYFILE *f)
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}
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if (value == UINT8_MAX
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&& (wipeoffset <= wipe_level_toblack || wipeoffset >= wipe_speclevel_towhite))
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&& (wipeoffset <= wipe_level_toblack || wipeoffset >= wipe_encore_toinvert))
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{
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// Cannot disable non-toblack wipes
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// (or the level toblack wipe, or the special towhite wipe)
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// (or the level toblack wipe, or the special encore wipe)
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deh_warning("Wipes: can't disable wipe of type '%s'", word);
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continue;
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}
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@ -80,6 +80,7 @@ enum
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{
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wipe_credits_intermediate, // makes a good 0 I guess.
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// Gamestate wipes
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wipe_level_toblack,
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wipe_intermission_toblack,
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wipe_voting_toblack,
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@ -92,11 +93,10 @@ enum
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wipe_intro_toblack,
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wipe_cutscene_toblack,
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// custom intermissions
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wipe_specinter_toblack,
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wipe_multinter_toblack,
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wipe_speclevel_towhite,
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// Specialized wipes
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wipe_encore_toinvert,
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// "From black" wipes
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wipe_level_final,
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wipe_intermission_final,
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wipe_voting_final,
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@ -109,10 +109,6 @@ enum
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wipe_intro_final,
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wipe_cutscene_final,
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// custom intermissions
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wipe_specinter_final,
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wipe_multinter_final,
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NUMWIPEDEFS,
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WIPEFINALSHIFT = wipe_level_final - wipe_level_toblack
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};
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@ -62,9 +62,7 @@ UINT8 wipedefs[NUMWIPEDEFS] = {
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UINT8_MAX, // wipe_intro_toblack (hardcoded)
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99, // wipe_cutscene_toblack (hardcoded)
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0, // wipe_specinter_toblack
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0, // wipe_multinter_toblack
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0, // wipe_speclevel_towhite
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72, // wipe_encore_toinvert
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UINT8_MAX, // wipe_level_final
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0, // wipe_intermission_final
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@ -76,10 +74,7 @@ UINT8 wipedefs[NUMWIPEDEFS] = {
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0, // wipe_evaluation_final
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0, // wipe_gameend_final
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99, // wipe_intro_final (hardcoded)
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99, // wipe_cutscene_final (hardcoded)
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0, // wipe_specinter_final
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0 // wipe_multinter_final
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99 // wipe_cutscene_final (hardcoded)
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};
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//--------------------------------------------------------------------------
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@ -2778,7 +2778,7 @@ boolean P_SetupLevel(boolean skipprecip)
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// use gamemap to get map number.
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// 99% of the things already did, so.
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// Map header should always be in place at this point
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INT32 i, loadprecip = 1, ranspecialwipe = 0;
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INT32 i, loadprecip = 1;
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INT32 loademblems = 1;
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INT32 fromnetsave = 0;
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boolean loadedbm = false;
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@ -2857,36 +2857,50 @@ boolean P_SetupLevel(boolean skipprecip)
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S_StartSound(NULL, sfx_ruby1);
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// Fade to an inverted screen, with a circle fade...
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 209);
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V_EncoreInvertScreen();
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipe_speclevel_towhite], false, NULL, false);
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F_RunWipe(wipedefs[wipe_encore_toinvert], false, NULL, false);
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// Hold on invert for extra effect.
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// (This define might be useful for other areas of code? Not sure)
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#define WAIT(timetowait) \
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locstarttime = nowtime = lastwipetic; \
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endtime = locstarttime + timetowait; \
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while (nowtime < endtime) \
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{ \
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while (!((nowtime = I_GetTime()) - lastwipetic)) \
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I_Sleep(); \
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lastwipetic = nowtime; \
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if (moviemode) \
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M_SaveFrame(); \
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NetKeepAlive(); \
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} \
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WAIT((3*TICRATE)/2);
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S_StartSound(NULL, sfx_ruby2);
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// Then fade to a white screen
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 0);
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipe_level_final], false, "FADEMAP1", false);
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locstarttime = nowtime = lastwipetic;
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endtime = locstarttime + (3*TICRATE)/2;
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F_RunWipe(wipedefs[wipe_level_toblack], false, "FADEMAP1", false);
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// Hold on white for extra effect.
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while (nowtime < endtime)
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{
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// wait loop
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while (!((nowtime = I_GetTime()) - lastwipetic))
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I_Sleep();
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lastwipetic = nowtime;
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if (moviemode) // make sure we save frames for the white hold too
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M_SaveFrame();
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// THEN fade to a black screen.
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F_WipeStartScreen();
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// Keep the network alive
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NetKeepAlive();
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}
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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F_WipeEndScreen();
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ranspecialwipe = 1;
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F_RunWipe(wipedefs[wipe_level_toblack], false, "FADEMAP0", false);
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// Wait a bit longer.
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WAIT((3*TICRATE)/4);
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}
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// Make sure all sounds are stopped before Z_FreeTags.
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@ -2897,17 +2911,18 @@ boolean P_SetupLevel(boolean skipprecip)
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// We should be fine starting it here.
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S_Start();
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levelfadecol = (encoremode && !ranspecialwipe ? 209 : 0);
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levelfadecol = (encoremode ? 0 : 31);
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// Let's fade to white here
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// But only if we didn't do the encore startup wipe
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if (rendermode != render_none && !ranspecialwipe && !demo.rewinding)
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if (rendermode != render_none && !demo.rewinding)
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{
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
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F_WipeEndScreen();
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F_RunWipe(wipedefs[(encoremode ? wipe_level_final : wipe_level_toblack)], false, "FADEMAP1", false); // Fading to white
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F_RunWipe(wipedefs[wipe_level_toblack], false, ((levelfadecol == 0) ? "FADEMAP1" : "FADEMAP0"), false);
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}
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// Reset the palette now all fades have been done
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@ -2134,12 +2134,7 @@ void ST_Drawer(void)
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ST_MayonakaStatic();
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}
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// Draw a white fade on level opening
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if (timeinmap < 15)
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{
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if (timeinmap <= 5)
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V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,0); // Pure white on first few frames, to hide SRB2's awful level load artifacts
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else
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V_DrawFadeScreen(0, 15-timeinmap); // Then gradually fade out from there
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}
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// Draw a fade on level opening
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if (timeinmap < 16)
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V_DrawCustomFadeScreen(((levelfadecol == 0) ? "FADEMAP1" : "FADEMAP0"), 32-(timeinmap*2)); // Then gradually fade out from there
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}
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103
src/v_video.c
103
src/v_video.c
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@ -1287,28 +1287,75 @@ void V_DrawVhsEffect(boolean rewind)
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void V_DrawFadeScreen(UINT16 color, UINT8 strength)
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{
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#ifdef HWRENDER
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if (rendermode != render_soft && rendermode != render_none)
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{
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HWR_FadeScreenMenuBack(color, strength);
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return;
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}
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if (rendermode != render_soft && rendermode != render_none)
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{
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HWR_FadeScreenMenuBack(color, strength);
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return;
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}
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#endif
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{
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const UINT8 *fadetable =
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{
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const UINT8 *fadetable =
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(color > 0xFFF0) // Grab a specific colormap palette?
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? R_GetTranslationColormap(color | 0xFFFF0000, strength, GTC_CACHE)
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: ((color & 0xFF00) // Color is not palette index?
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? ((UINT8 *)colormaps + strength*256) // Do COLORMAP fade.
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: ((UINT8 *)transtables + ((9-strength)<<FF_TRANSSHIFT) + color*256)); // Else, do TRANSMAP** fade.
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const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
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UINT8 *buf = screens[0];
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const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
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UINT8 *buf = screens[0];
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// heavily simplified -- we don't need to know x or y
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// position when we're doing a full screen fade
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for (; buf < deststop; ++buf)
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*buf = fadetable[*buf];
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}
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// heavily simplified -- we don't need to know x or y
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// position when we're doing a full screen fade
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for (; buf < deststop; ++buf)
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*buf = fadetable[*buf];
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}
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}
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//
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// Fade the screen buffer, using a custom COLORMAP lump.
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// Split from V_DrawFadeScreen, because that function has
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// WAY too many options piled on top of it as is. :V
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//
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void V_DrawCustomFadeScreen(const char *lump, UINT8 strength)
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{
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#ifdef HWRENDER
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if (rendermode != render_soft && rendermode != render_none)
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{
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//HWR_DrawCustomFadeScreen(color, strength);
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return;
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}
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#endif
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{
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lumpnum_t lumpnum = LUMPERROR;
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lighttable_t *clm = NULL;
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if (lump != NULL)
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lumpnum = W_GetNumForName(lump);
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else
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return;
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if (lumpnum != LUMPERROR)
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{
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clm = Z_MallocAlign((256 * 32), PU_STATIC, NULL, 8);
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W_ReadLump(lumpnum, clm);
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if (clm != NULL)
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{
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const UINT8 *fadetable = ((UINT8 *)clm + strength*256);
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const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
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UINT8 *buf = screens[0];
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// heavily simplified -- we don't need to know x or y
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// position when we're doing a full screen fade
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for (; buf < deststop; ++buf)
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*buf = fadetable[*buf];
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Z_Free(clm);
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clm = NULL;
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}
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}
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}
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}
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// Simple translucency with one color, over a set number of lines starting from the top.
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@ -1332,6 +1379,34 @@ void V_DrawFadeConsBack(INT32 plines)
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*buf = consolebgmap[*buf];
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}
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//
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// Invert the entire screen, for Encore fades
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//
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void V_EncoreInvertScreen(void)
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{
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#ifdef HWRENDER
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if (rendermode != render_soft && rendermode != render_none)
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{
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//HWR_EncoreInvertScreen();
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return;
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}
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#endif
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{
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const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
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UINT8 *buf = screens[0];
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for (; buf < deststop; ++buf)
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{
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*buf = NearestColor(
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256 - pLocalPalette[*buf].s.red,
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256 - pLocalPalette[*buf].s.green,
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256 - pLocalPalette[*buf].s.blue
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);
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}
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}
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}
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// Gets string colormap, used for 0x80 color codes
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//
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UINT8 *V_GetStringColormap(INT32 colorflags)
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@ -158,8 +158,9 @@ void V_DrawVhsEffect(boolean rewind);
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// fade down the screen buffer before drawing the menu over
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void V_DrawFadeScreen(UINT16 color, UINT8 strength);
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void V_DrawCustomFadeScreen(const char *lump, UINT8 strength);
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void V_DrawFadeConsBack(INT32 plines);
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void V_EncoreInvertScreen(void);
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// draw a single character
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void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed);
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