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run DRS only in GS_LEVEL state, make width even
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@ -251,7 +251,7 @@ void D_Display (void)
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// save the current screen if about to wipe
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if ((wipe = gamestate != wipegamestate) && NOTSTRICTMODE(screen_melt))
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wipe_StartScreen(0, 0, video.unscaledw, SCREENHEIGHT);
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else
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else if (gamestate == GS_LEVEL)
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I_DynamicResolution();
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if (setsizeneeded) // change the view size if needed
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@ -1028,7 +1028,7 @@ static void ResetResolution(int height)
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video.unscaledw = (int)(unscaled_actualheight * aspect_ratio);
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video.unscaledw = (video.unscaledw + 3) & ~3;
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video.unscaledw = (video.unscaledw + 1) & ~1;
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// Unscaled widescreen 16:9 resolution truncates to 428x240, which is not
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// quite 16:9. To avoid visual instability, we calculate the scaled width
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@ -1038,7 +1038,7 @@ static void ResetResolution(int height)
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double vertscale = (double)actualheight / (double)unscaled_actualheight;
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video.width = (int)(video.unscaledw * vertscale);
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video.width = (video.width + 3) & ~3;
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video.width = (video.width + 1) & ~1;
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video.deltaw = (video.unscaledw - NONWIDEWIDTH) / 2;
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