Fix screen fade colors
...and what the hell happened in r_draw?
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4 changed files with 9 additions and 13 deletions
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@ -217,6 +217,10 @@ extern char logfilename[1024];
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#define MAXCOLORNAME 32
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#define NUMCOLORFREESLOTS UINT16_MAX
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// surely nobody's gonna change the palette a second time :Clueless:
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#define FADECOLOR 0 // 120
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#define ENCOREFADECOLOR 209 // 122
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// Master Server compatibility ONLY
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#define MSCOMPAT_MAXPLAYERS (32)
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@ -8162,13 +8162,13 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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S_StartSound(NULL, sfx_ruby1);
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 122);
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, ENCOREFADECOLOR);
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipe_encore_towhite], false);
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 120);
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, FADECOLOR);
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipe_level_final], false);
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@ -8247,7 +8247,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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}
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}
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levelfadecol = (encoremode && !ranspecialwipe ? 122 : 120);
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levelfadecol = (encoremode && !ranspecialwipe ? ENCOREFADECOLOR : FADECOLOR);
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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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@ -150,14 +150,6 @@ float zeroheight;
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#define INTERMISSION_TT_CACHE_INDEX (MAXSKINS + 8)
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#define TT_CACHE_SIZE (MAXSKINS + 9)
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#define SKIN_RAMP_LENGTH 16
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#define DEFAULT_STARTTRANSCOLOR 160
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#define NUM_PALETTE_ENTRIES 256
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#define SKIN_RAMP_LENGTH 16
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#define DEFAULT_STARTTRANSCOLOR 96
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#define NUM_PALETTE_ENTRIES 256
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static UINT8 **translationtablecache[TT_CACHE_SIZE] = {NULL};
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UINT8 skincolor_modified[MAXSKINCOLORS];
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@ -895,9 +895,9 @@ void ST_Drawer(void)
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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,120); // Pure white on first few frames, to hide SRB2's awful level load artifacts
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V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,FADECOLOR); // 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(120, 15-timeinmap); // Then gradually fade out from there
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V_DrawFadeScreen(FADECOLOR, 15-timeinmap); // Then gradually fade out from there
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}
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if (stagetitle)
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