extern int mainmenu;
extern int oldmainmenu;
extern bool visibleloading;
-extern int loadscreencolor;
extern float flashamount,flashr,flashg,flashb;
extern int flashdelay;
extern int whichjointstartarray[26];
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
- //glColor4f(1,1,1,1);
- /*if(loadscreencolor==0)glColor4f(1,1,1,1);
- if(loadscreencolor==1)glColor4f(1,0,0,1);
- if(loadscreencolor==2)glColor4f(0,1,0,1);
- if(loadscreencolor==3)glColor4f(0,0,1,1);
- if(loadscreencolor==4)glColor4f(1,1,0,1);
- if(loadscreencolor==5)glColor4f(1,0,1,1);
- */
glPushMatrix();
//glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glEnable(GL_BLEND);
//glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
- /*if(loadscreencolor==0)glColor4f(1,1,1,1);
- if(loadscreencolor==1)glColor4f(1,0,0,1);
- if(loadscreencolor==2)glColor4f(0,1,0,1);
- if(loadscreencolor==3)glColor4f(0,0,1,1);
- if(loadscreencolor==4)glColor4f(1,1,0,1);
- if(loadscreencolor==5)glColor4f(1,0,1,1);
- */
glPushMatrix();
//glScalef(.25,.25,.25);
glBegin(GL_QUADS);
}
swap_gl_buffers();
- loadscreencolor=0;
}
}
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glColor4f(loadprogress/100,0,0,1);
- /*if(loadscreencolor==0)glColor4f(1,1,1,1);
- if(loadscreencolor==1)glColor4f(1,0,0,1);
- if(loadscreencolor==2)glColor4f(0,1,0,1);
- if(loadscreencolor==3)glColor4f(0,0,1,1);
- if(loadscreencolor==4)glColor4f(1,1,0,1);
- if(loadscreencolor==5)glColor4f(1,0,1,1);
- */
glPushMatrix();
//glScalef(.25,.25,.25);
glBegin(GL_QUADS);
text.glPrint(280,125,string,1,1,640,480);
*/
swap_gl_buffers();
- loadscreencolor=0;
}
}
}
- loadscreencolor=4;
LoadingScreen();
for(i=0;i<player[0].skeleton.num_joints;i++){
}
}
- loadscreencolor=4;
LoadingScreen();
for(i=0;i<player[0].skeleton.num_joints;i++){
animation[swordsneakattackanim].position[i][j]+=moveamount;
}
}
- loadscreencolor=4;
LoadingScreen();
for(j=0;j<animation[swordsneakattackanim].numframes;j++){
animation[swordsneakattackanim].weapontarget[j]+=moveamount;
}
- loadscreencolor=4;
LoadingScreen();
for(i=0;i<player[0].skeleton.num_joints;i++){
}
}
*/
- loadscreencolor=4;
LoadingScreen();
temptexdetail=texdetail;
texdetail=1;
texdetail=temptexdetail;
- loadscreencolor=4;
LoadingScreen();
//if(ismotionblur){