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Add overlooked W_CheckWidescreenPatch calls #2202
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Thank you!
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I think this is unnecessary.
@@ -463,7 +463,8 @@ static void F_TextWrite(void) | |||
if (gamemapinfo && W_CheckNumForName(finaleflat) != -1 && | |||
(W_CheckNumForName)(finaleflat, ns_flats) == -1) | |||
{ | |||
V_DrawPatchFullScreen(V_CachePatchName(finaleflat, PU_LEVEL)); | |||
V_DrawPatchFullScreen( | |||
V_CachePatchName(W_CheckWidescreenPatch(finaleflat), PU_LEVEL)); |
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This only works for the UMAPINFO definition. We don't need it because all ports that support UMAPINFO also support widescreen graphics.
@@ -559,7 +559,8 @@ static boolean DrawAnimation(void) | |||
if (animation->background_lump) | |||
{ | |||
V_DrawPatchFullScreen( | |||
V_CachePatchName(animation->background_lump, PU_CACHE)); | |||
V_CachePatchName( | |||
W_CheckWidescreenPatch(animation->background_lump), PU_CACHE)); |
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This only works for ID24 interlevel definition. We also do not need it because all ID24 ports support widescreen graphics.
Have these been left out on purpose or were these oversights @elf-alchemist ? |
They were an oversight on my end, yes. From the Nyan documentation it is intended to be supported on Chex Quest 3: Vanilla Edition already comes with them, and 1.1 will ship them with the new The Freedoom folks are still to accept my PR, but, it too may come with those built into the IWADs themselves. |
So, would you suggest to merge these changes @elf-alchemist ? |
Yes. |
Sorry, but developer consent on discord was not to fix this. It's strictly not necessary and only causes confusion. |
Now works with
interlevel
'sbackgroundimage
andUMAPINFO
'sinterbackdrop
.interlevel
before:UMAPINFO
before:interlevel
after:UMAPINFO
after: