- Moved all BorderNeedRefresh and SB_state updating code into separate functions that won't crash if screen is NULL.
SVN r4167 (trunk)
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parent
01fed92920
commit
be0845acf1
22 changed files with 85 additions and 45 deletions
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@ -697,21 +697,21 @@ void D_Display ()
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if (screen->Lock (false))
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{
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SB_state = screen->GetPageCount ();
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BorderNeedRefresh = screen->GetPageCount ();
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ST_SetNeedRefresh();
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V_SetBorderNeedRefresh();
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}
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// [RH] Allow temporarily disabling wipes
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if (NoWipe)
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{
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BorderNeedRefresh = screen->GetPageCount ();
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V_SetBorderNeedRefresh();
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NoWipe--;
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wipe = false;
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wipegamestate = gamestate;
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}
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else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL)
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{ // save the current screen if about to wipe
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BorderNeedRefresh = screen->GetPageCount ();
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V_SetBorderNeedRefresh();
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switch (wipegamestate)
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{
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default:
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@ -780,8 +780,8 @@ void D_Display ()
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if ((hw2d = screen->Begin2D(viewactive)))
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{
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// Redraw everything every frame when using 2D accel
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SB_state = screen->GetPageCount();
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BorderNeedRefresh = screen->GetPageCount();
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ST_SetNeedRefresh();
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V_SetBorderNeedRefresh();
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}
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Renderer->DrawRemainingPlayerSprites();
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screen->DrawBlendingRect();
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@ -1278,7 +1278,7 @@ void D_DoAdvanceDemo (void)
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Advisory = NULL;
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if (!M_DemoNoPlay)
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{
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BorderNeedRefresh = screen->GetPageCount ();
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V_SetBorderNeedRefresh();
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democount++;
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mysnprintf (demoname + 4, countof(demoname) - 4, "%d", democount);
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if (Wads.CheckNumForName (demoname) < 0)
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