- added limited support for replacing the intermission backgrounds in Doom 1 with widescreen images.
Due to how the placement works here, it is only usable with fullscreenautoaspect mode 3.
This commit is contained in:
parent
794a53f0c9
commit
e00f27ddf5
2 changed files with 3 additions and 1 deletions
|
|
@ -601,6 +601,7 @@ void DInterBackground::drawBackground(int state, bool drawsplat, bool snl_pointe
|
|||
// placing the animations precisely where they belong on the base pic
|
||||
animwidth = background->GetDisplayWidth();
|
||||
animheight = background->GetDisplayHeight();
|
||||
if (gameinfo.fullscreenautoaspect == 3 && animheight == 200 && animwidth > 320) animwidth = 320; // deal with widescreen replacements that keep the original coordinates.
|
||||
DrawTexture(twod, background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
|
||||
}
|
||||
else
|
||||
|
|
@ -726,6 +727,7 @@ void WI_Drawer()
|
|||
IFVIRTUALPTRNAME(WI_Screen, "StatusScreen", Drawer)
|
||||
{
|
||||
FillBorder(twod, nullptr);
|
||||
twod->ClearClipRect();
|
||||
VMValue self = WI_Screen;
|
||||
VMCall(func, &self, 1, nullptr, 0);
|
||||
twod->ClearClipRect(); // make sure the scripts don't leave a valid clipping rect behind.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue