- 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:
Christoph Oelckers 2020-06-06 10:19:02 +02:00
commit e00f27ddf5
2 changed files with 3 additions and 1 deletions

View file

@ -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.