- expanded names for view border elements. Also fixed the horribly bad implementation of custom borders which modified the DoomBorder elements without ever checking the game being used.
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a05e62f3f7
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a22670626c
4 changed files with 57 additions and 31 deletions
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@ -1407,7 +1407,7 @@ void V_SetBorderNeedRefresh()
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void V_DrawFrame (int left, int top, int width, int height)
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{
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FTexture *p;
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const gameborder_t *border = gameinfo.border;
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const gameborder_t *border = &gameinfo.Border;
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// Sanity check for incomplete gameinfo
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if (border == NULL)
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return;
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@ -1513,28 +1513,28 @@ static void V_DrawTopBorder ()
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if (viewwidth == SCREENWIDTH)
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return;
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offset = gameinfo.border->offset;
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offset = gameinfo.Border.offset;
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if (viewwindowy < 34)
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{
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V_DrawBorder (0, 0, viewwindowx, 34);
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V_DrawBorder (viewwindowx, 0, viewwindowx + viewwidth, viewwindowy);
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V_DrawBorder (viewwindowx + viewwidth, 0, SCREENWIDTH, 34);
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p = TexMan(gameinfo.border->t);
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p = TexMan(gameinfo.Border.t);
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screen->FlatFill(viewwindowx, viewwindowy - p->GetHeight(),
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viewwindowx + viewwidth, viewwindowy, p, true);
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p = TexMan(gameinfo.border->l);
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p = TexMan(gameinfo.Border.l);
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screen->FlatFill(viewwindowx - p->GetWidth(), viewwindowy,
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viewwindowx, 35, p, true);
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p = TexMan(gameinfo.border->r);
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p = TexMan(gameinfo.Border.r);
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screen->FlatFill(viewwindowx + viewwidth, viewwindowy,
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viewwindowx + viewwidth + p->GetWidth(), 35, p, true);
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p = TexMan(gameinfo.border->tl);
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p = TexMan(gameinfo.Border.tl);
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screen->DrawTexture (p, viewwindowx - offset, viewwindowy - offset, TAG_DONE);
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p = TexMan(gameinfo.border->tr);
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p = TexMan(gameinfo.Border.tr);
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screen->DrawTexture (p, viewwindowx + viewwidth, viewwindowy - offset, TAG_DONE);
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}
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else
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