engine: client: fix ScreenFade under quake compatibility mode

This commit is contained in:
Alibek Omarov 2024-07-21 04:33:46 +03:00
parent 465e812ed9
commit 2fddbdddee

View file

@ -560,7 +560,19 @@ static void CL_DrawScreenFade( void )
if( !alpha )
return;
if( FBitSet( sf->fadeFlags, FFADE_MODULATE ))
if( !FBitSet( sf->fadeFlags, FFADE_MODULATE ))
{
ref.dllFuncs.GL_SetRenderMode( kRenderTransTexture );
ref.dllFuncs.Color4ub( sf->fader, sf->fadeg, sf->fadeb, alpha );
}
else if( Host_IsQuakeCompatible( ))
{
// Quake Wrapper and Quake Remake use FFADE_MODULATE for item pickups
// so hack the check here
ref.dllFuncs.GL_SetRenderMode( kRenderTransAdd );
ref.dllFuncs.Color4ub( sf->fader, sf->fadeg, sf->fadeb, alpha );
}
else
{
ref.dllFuncs.GL_SetRenderMode( kRenderScreenFadeModulate );
@ -570,11 +582,6 @@ static void CL_DrawScreenFade( void )
(uint16_t)( sf->fadeb * alpha + ( 255 - alpha ) * 255 ) >> 8,
255 );
}
else
{
ref.dllFuncs.GL_SetRenderMode( kRenderTransTexture );
ref.dllFuncs.Color4ub( sf->fader, sf->fadeg, sf->fadeb, alpha );
}
ref.dllFuncs.R_DrawStretchPic( 0, 0, refState.width, refState.height, 0, 0, 1, 1,
R_GetBuiltinTexture( REF_WHITE_TEXTURE ));