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https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'parties-only' into parties
This commit is contained in:
commit
b3ef79953a
2 changed files with 30 additions and 30 deletions
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@ -119,7 +119,7 @@ G_RemovePartyMember (int playernum)
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}
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while (i < MAXSPLITSCREENPLAYERS)
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{
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displayplayers[i] = consoleplayer;
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displayplayers[i] = displayplayers[0];
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i++;
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}
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@ -197,7 +197,7 @@ G_AddPartyMember (int invitation, int playernum)
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}
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while (i < MAXSPLITSCREENPLAYERS)
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{
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displayplayers[i] = consoleplayer;
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displayplayers[i] = displayplayers[0];
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i++;
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}
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@ -4144,11 +4144,11 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t
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angle_t shadowdir;
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// Set direction
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if (splitscreen && stplyr == &players[displayplayers[1]])
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if (r_splitscreen && stplyr == &players[displayplayers[1]])
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shadowdir = localangle[1] + FixedAngle(cv_cam2_rotate.value);
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else if (splitscreen > 1 && stplyr == &players[displayplayers[2]])
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else if (r_splitscreen > 1 && stplyr == &players[displayplayers[2]])
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shadowdir = localangle[2] + FixedAngle(cv_cam3_rotate.value);
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else if (splitscreen > 2 && stplyr == &players[displayplayers[3]])
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else if (r_splitscreen > 2 && stplyr == &players[displayplayers[3]])
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shadowdir = localangle[3] + FixedAngle(cv_cam4_rotate.value);
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else
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shadowdir = localangle[0] + FixedAngle(cv_cam_rotate.value);
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@ -5485,7 +5485,7 @@ static void HWR_AddSprites(sector_t *sec)
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if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
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continue;
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if (splitscreen)
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if (r_splitscreen)
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{
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if (thing->eflags & MFE_DRAWONLYFORP1)
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if (viewssnum != 0)
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@ -5495,11 +5495,11 @@ static void HWR_AddSprites(sector_t *sec)
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if (viewssnum != 1)
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continue;
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if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1)
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if (thing->eflags & MFE_DRAWONLYFORP3 && r_splitscreen > 1)
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if (viewssnum != 2)
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continue;
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if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2)
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if (thing->eflags & MFE_DRAWONLYFORP4 && r_splitscreen > 2)
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if (viewssnum != 3)
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continue;
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}
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@ -5520,7 +5520,7 @@ static void HWR_AddSprites(sector_t *sec)
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if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
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continue;
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if (splitscreen)
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if (r_splitscreen)
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{
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if (thing->eflags & MFE_DRAWONLYFORP1)
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if (viewssnum != 0)
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@ -5530,11 +5530,11 @@ static void HWR_AddSprites(sector_t *sec)
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if (viewssnum != 1)
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continue;
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if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1)
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if (thing->eflags & MFE_DRAWONLYFORP3 && r_splitscreen > 1)
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if (viewssnum != 2)
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continue;
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if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2)
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if (thing->eflags & MFE_DRAWONLYFORP4 && r_splitscreen > 2)
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if (viewssnum != 3)
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continue;
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}
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@ -5971,7 +5971,7 @@ static void HWR_DrawSkyBackground(void)
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dimensionmultiply = ((float)tex->height/(128.0f*aspectratio));
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if (splitscreen == 1)
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if (r_splitscreen == 1)
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{
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dimensionmultiply *= 2;
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angle *= 2;
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@ -6043,10 +6043,10 @@ void HWR_SetViewSize(void)
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gr_viewwidth = (float)vid.width;
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gr_viewheight = (float)vid.height;
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if (splitscreen)
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if (r_splitscreen)
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gr_viewheight /= 2;
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if (splitscreen > 1)
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if (r_splitscreen > 1)
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gr_viewwidth /= 2;
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gr_basecenterx = gr_viewwidth / 2;
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@ -6102,13 +6102,13 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
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gr_viewwindowy = gr_baseviewwindowy;
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gr_windowcentery = gr_basewindowcentery;
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if ((splitscreen == 1 && viewnumber == 1) || (splitscreen > 1 && viewnumber > 1))
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if ((r_splitscreen == 1 && viewnumber == 1) || (r_splitscreen > 1 && viewnumber > 1))
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{
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gr_viewwindowy += gr_viewheight;
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gr_windowcentery += gr_viewheight;
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}
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if (splitscreen > 1 && viewnumber & 1)
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if (r_splitscreen > 1 && viewnumber & 1)
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{
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gr_viewwindowx += gr_viewwidth;
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gr_windowcenterx += gr_viewwidth;
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@ -6150,7 +6150,7 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
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atransform.scalez = 1;
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atransform.fovxangle = fpov; // Tails
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atransform.fovyangle = fpov; // Tails
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atransform.splitscreen = splitscreen;
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atransform.splitscreen = r_splitscreen;
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gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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@ -6169,7 +6169,7 @@ if (0)
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HWR_DrawSkyBackground();
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//Hurdler: it doesn't work in splitscreen mode
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drawsky = splitscreen;
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drawsky = r_splitscreen;
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HWR_ClearSprites();
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@ -6202,11 +6202,11 @@ if (0)
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// Make a viewangle int so we can render things based on mouselook
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if (player == &players[consoleplayer])
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viewangle = localaiming[0];
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else if (splitscreen && player == &players[displayplayers[1]])
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else if (r_splitscreen && player == &players[displayplayers[1]])
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viewangle = localaiming[1];
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else if (splitscreen > 1 && player == &players[displayplayers[2]])
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else if (r_splitscreen > 1 && player == &players[displayplayers[2]])
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viewangle = localaiming[2];
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else if (splitscreen > 2 && player == &players[displayplayers[3]])
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else if (r_splitscreen > 2 && player == &players[displayplayers[3]])
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viewangle = localaiming[3];
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// Handle stuff when you are looking farther up or down.
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@ -6336,13 +6336,13 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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gr_viewwindowy = gr_baseviewwindowy;
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gr_windowcentery = gr_basewindowcentery;
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if ((splitscreen == 1 && viewnumber == 1) || (splitscreen > 1 && viewnumber > 1))
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if ((r_splitscreen == 1 && viewnumber == 1) || (r_splitscreen > 1 && viewnumber > 1))
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{
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gr_viewwindowy += gr_viewheight;
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gr_windowcentery += gr_viewheight;
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}
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if (splitscreen > 1 && viewnumber & 1)
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if (r_splitscreen > 1 && viewnumber & 1)
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{
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gr_viewwindowx += gr_viewwidth;
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gr_windowcenterx += gr_viewwidth;
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@ -6384,7 +6384,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
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atransform.scalez = 1;
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atransform.fovxangle = fpov; // Tails
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atransform.fovyangle = fpov; // Tails
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atransform.splitscreen = splitscreen;
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atransform.splitscreen = r_splitscreen;
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gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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@ -6403,7 +6403,7 @@ if (0)
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HWR_DrawSkyBackground();
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//Hurdler: it doesn't work in splitscreen mode
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drawsky = splitscreen;
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drawsky = r_splitscreen;
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HWR_ClearSprites();
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@ -6436,11 +6436,11 @@ if (0)
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// Make a viewangle int so we can render things based on mouselook
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if (player == &players[consoleplayer])
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viewangle = localaiming[0];
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else if (splitscreen && player == &players[displayplayers[1]])
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else if (r_splitscreen && player == &players[displayplayers[1]])
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viewangle = localaiming[1];
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else if (splitscreen > 1 && player == &players[displayplayers[2]])
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else if (r_splitscreen > 1 && player == &players[displayplayers[2]])
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viewangle = localaiming[2];
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else if (splitscreen > 2 && player == &players[displayplayers[3]])
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else if (r_splitscreen > 2 && player == &players[displayplayers[3]])
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viewangle = localaiming[3];
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// Handle stuff when you are looking farther up or down.
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@ -6920,7 +6920,7 @@ void HWR_DoPostProcessor(player_t *player)
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postimg_t *type = &postimgtype[0];
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UINT8 i;
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for (i = splitscreen; i > 0; i--)
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for (i = r_splitscreen; i > 0; i--)
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{
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if (player == &players[displayplayers[i]])
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{
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@ -6958,7 +6958,7 @@ void HWR_DoPostProcessor(player_t *player)
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if(gamestate != GS_INTERMISSION)
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HWD.pfnMakeScreenTexture();
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if (splitscreen) // Not supported in splitscreen - someone want to add support?
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if (r_splitscreen) // Not supported in splitscreen - someone want to add support?
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return;
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// Drunken vision! WooOOooo~
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