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#11 fix black background on first inventory toggle
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@@ -368,6 +368,8 @@ struct Inventory {
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}
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}
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bool toggle(Page curPage = PAGE_INVENTORY, TR::Entity::Type type = TR::Entity::LARA) {
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bool toggle(Page curPage = PAGE_INVENTORY, TR::Entity::Type type = TR::Entity::LARA) {
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titleTimer = 0.0f;
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if (phaseRing == 0.0f || phaseRing == 1.0f) {
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if (phaseRing == 0.0f || phaseRing == 1.0f) {
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active = !active;
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active = !active;
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vec3 p;
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vec3 p;
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@@ -751,7 +753,7 @@ struct Inventory {
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return false;
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return false;
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}
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}
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void prepareBackground() {
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Texture* getBackgroundTarget() {
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if (background[0] && (background[0]->origWidth != INVENTORY_BG_SIZE || background[0]->origHeight != INVENTORY_BG_SIZE)) {
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if (background[0] && (background[0]->origWidth != INVENTORY_BG_SIZE || background[0]->origHeight != INVENTORY_BG_SIZE)) {
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delete background[0];
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delete background[0];
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background[0] = NULL;
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background[0] = NULL;
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@@ -761,6 +763,10 @@ struct Inventory {
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if (!background[i])
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if (!background[i])
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background[i] = new Texture(INVENTORY_BG_SIZE, INVENTORY_BG_SIZE, Texture::RGBA, false);
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background[i] = new Texture(INVENTORY_BG_SIZE, INVENTORY_BG_SIZE, Texture::RGBA, false);
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return background[0];
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}
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void prepareBackground() {
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Core::setDepthTest(false);
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Core::setDepthTest(false);
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Core::setBlending(bmNone);
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Core::setBlending(bmNone);
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@@ -1250,7 +1250,7 @@ struct Level : IGame {
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}
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}
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}
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}
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if (Input::state[cInventory] && !level.isTitle()) {
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if (Input::state[cInventory] && !level.isTitle() && inventory.titleTimer < 1.0f) {
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if (lara->health <= 0.0f)
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if (lara->health <= 0.0f)
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inventory.toggle(Inventory::PAGE_OPTION, TR::Entity::INV_PASSPORT);
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inventory.toggle(Inventory::PAGE_OPTION, TR::Entity::INV_PASSPORT);
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else
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else
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@@ -1936,7 +1936,7 @@ struct Level : IGame {
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}
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}
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if (copyBg) {
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if (copyBg) {
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Core::defaultTarget = inventory.background[0];
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Core::defaultTarget = inventory.getBackgroundTarget();
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bool stereo = Core::settings.detail.stereo;
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bool stereo = Core::settings.detail.stereo;
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Core::settings.detail.stereo = false;
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Core::settings.detail.stereo = false;
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renderGame();
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renderGame();
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