mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+44
-44
@@ -14,7 +14,7 @@
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#include "gameloop.h"
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#endif
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#define SQUARE_STEP 8
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#define SQUARE_STEP 8
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extern UINT32 guiExitScreen; // symbol already declared globally in laptop.cpp (jonathanl)
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BOOLEAN gfFadeInitialized = FALSE;
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@@ -34,12 +34,12 @@ UINT32 uiOldMusicMode;
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FADE_FUNCTION gFadeFunction = NULL;
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FADE_HOOK gFadeInDoneCallback = NULL;
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FADE_HOOK gFadeInDoneCallback = NULL;
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FADE_HOOK gFadeOutDoneCallback = NULL;
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void FadeFrameBufferSquare( );
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void FadeFrameBufferVersionOne( );
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void FadeFrameBufferSquare( );
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void FadeFrameBufferVersionOne( );
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void FadeFrameBufferVersionFaster( INT8 bFadeValue );
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void FadeFrameBufferSide( );
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void FadeFrameBufferRealFade( );
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@@ -49,14 +49,14 @@ void FadeInBackBufferSquare( );
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void FadeInFrameBufferRealFade( );
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extern BOOLEAN ShadowVideoSurfaceRectUsingLowPercentTable( UINT32 uiDestVSurface, INT32 X1, INT32 Y1, INT32 X2, INT32 Y2);
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extern BOOLEAN ShadowVideoSurfaceRectUsingLowPercentTable( UINT32 uiDestVSurface, INT32 X1, INT32 Y1, INT32 X2, INT32 Y2);
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BOOLEAN UpdateSaveBufferWithBackbuffer( void );
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BOOLEAN gfFadeIn = FALSE;
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BOOLEAN gfFadeOut = FALSE;
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BOOLEAN gfFadeOutDone = FALSE;
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BOOLEAN gfFadeInDone = FALSE;
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BOOLEAN gfFadeIn = FALSE;
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BOOLEAN gfFadeOut = FALSE;
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BOOLEAN gfFadeOutDone = FALSE;
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BOOLEAN gfFadeInDone = FALSE;
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void FadeInNextFrame( )
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@@ -164,8 +164,8 @@ void BeginFade( UINT32 uiExitScreen, INT8 bFadeValue, INT8 bType, UINT32 uiDelay
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gsFadeRealCount = -1;
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gsFadeLimit = 8;
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gFadeFunction = (FADE_FUNCTION)FadeInFrameBufferRealFade;
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gfFadeInVideo = FALSE;
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gFadeFunction = (FADE_FUNCTION)FadeInFrameBufferRealFade;
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gfFadeInVideo = FALSE;
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// Copy backbuffer to savebuffer
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UpdateSaveBufferWithBackbuffer( );
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@@ -175,11 +175,11 @@ void BeginFade( UINT32 uiExitScreen, INT8 bFadeValue, INT8 bType, UINT32 uiDelay
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break;
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case FADE_OUT_REALFADE:
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gsFadeRealCount = -1;
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gsFadeLimit = 10;
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gFadeFunction = (FADE_FUNCTION)FadeFrameBufferRealFade;
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gfFadeInVideo = FALSE;
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gFadeFunction = (FADE_FUNCTION)FadeFrameBufferRealFade;
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gfFadeInVideo = FALSE;
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// Clear framebuffer
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//ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
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@@ -324,7 +324,7 @@ UINT32 FadeScreenHandle( )
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return( FADE_SCREEN );
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}
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UINT32 FadeScreenShutdown( )
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UINT32 FadeScreenShutdown( )
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{
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return( FALSE );
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@@ -491,7 +491,7 @@ void FadeFrameBufferVersionFaster( INT8 bFadeValue )
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}
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void FadeFrameBufferSide( )
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void FadeFrameBufferSide( )
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{
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INT32 iX1, iX2;
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INT16 sFadeMove;
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@@ -510,7 +510,7 @@ void FadeFrameBufferSide( )
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}
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void FadeFrameBufferSquare( )
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void FadeFrameBufferSquare( )
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{
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INT32 iX1, iX2, iY1, iY2;
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INT16 sFadeXMove, sFadeYMove;
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@@ -518,7 +518,7 @@ void FadeFrameBufferSquare( )
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sFadeXMove = SQUARE_STEP;
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sFadeYMove = (INT16)(sFadeXMove * .75);
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iX1 = giX1;
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iX2 = giX1 + sFadeXMove;
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iY1 = giY1;
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@@ -543,7 +543,7 @@ void FadeFrameBufferSquare( )
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}
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void FadeInBackBufferSquare( )
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void FadeInBackBufferSquare( )
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{
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INT32 iX1, iX2, iY1, iY2;
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INT16 sFadeXMove, sFadeYMove;
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@@ -563,15 +563,15 @@ void FadeInBackBufferSquare( )
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iY2 = giY2 + sFadeYMove;
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BltFx.SrcRect.iLeft = iX1;
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BltFx.SrcRect.iTop = iY1;
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BltFx.SrcRect.iTop = iY1;
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BltFx.SrcRect.iRight = iX2;
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BltFx.SrcRect.iBottom = iY2;
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if ( BltFx.SrcRect.iRight != BltFx.SrcRect.iLeft )
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if ( BltFx.SrcRect.iRight != BltFx.SrcRect.iLeft )
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{
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BltVideoSurface( BACKBUFFER, FRAME_BUFFER, 0,
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iX1, iY1,
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VS_BLT_SRCSUBRECT, &BltFx );
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BltVideoSurface( BACKBUFFER, FRAME_BUFFER, 0,
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iX1, iY1,
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VS_BLT_SRCSUBRECT, &BltFx );
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}
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iX1 = giX2;
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@@ -580,15 +580,15 @@ void FadeInBackBufferSquare( )
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iY2 = giY2 + sFadeYMove;
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BltFx.SrcRect.iLeft = iX1;
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BltFx.SrcRect.iTop = iY1;
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BltFx.SrcRect.iTop = iY1;
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BltFx.SrcRect.iRight = iX2;
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BltFx.SrcRect.iBottom = iY2;
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if ( BltFx.SrcRect.iRight != BltFx.SrcRect.iLeft )
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{
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BltVideoSurface( BACKBUFFER, FRAME_BUFFER, 0,
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iX1, iY1,
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VS_BLT_SRCSUBRECT, &BltFx );
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BltVideoSurface( BACKBUFFER, FRAME_BUFFER, 0,
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iX1, iY1,
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VS_BLT_SRCSUBRECT, &BltFx );
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}
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iX1 = giX1;
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@@ -597,15 +597,15 @@ void FadeInBackBufferSquare( )
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iY2 = giY1;
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BltFx.SrcRect.iLeft = iX1;
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BltFx.SrcRect.iTop = iY1;
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BltFx.SrcRect.iTop = iY1;
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BltFx.SrcRect.iRight = iX2;
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BltFx.SrcRect.iBottom = iY2;
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if ( BltFx.SrcRect.iBottom != BltFx.SrcRect.iTop )
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if ( BltFx.SrcRect.iBottom != BltFx.SrcRect.iTop )
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{
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BltVideoSurface( BACKBUFFER, FRAME_BUFFER, 0,
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iX1, iY1,
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VS_BLT_SRCSUBRECT, &BltFx );
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BltVideoSurface( BACKBUFFER, FRAME_BUFFER, 0,
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iX1, iY1,
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VS_BLT_SRCSUBRECT, &BltFx );
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}
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iX1 = giX1;
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@@ -614,15 +614,15 @@ void FadeInBackBufferSquare( )
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iY2 = giY2 + sFadeYMove;
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BltFx.SrcRect.iLeft = iX1;
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BltFx.SrcRect.iTop = iY1;
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BltFx.SrcRect.iTop = iY1;
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BltFx.SrcRect.iRight = iX2;
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BltFx.SrcRect.iBottom = iY2;
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if ( BltFx.SrcRect.iBottom != BltFx.SrcRect.iTop )
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{
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BltVideoSurface( BACKBUFFER, FRAME_BUFFER, 0,
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iX1, iY1,
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VS_BLT_SRCSUBRECT, &BltFx );
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BltVideoSurface( BACKBUFFER, FRAME_BUFFER, 0,
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iX1, iY1,
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VS_BLT_SRCSUBRECT, &BltFx );
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}
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giX1 -= sFadeXMove;
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@@ -637,7 +637,7 @@ void FadeFrameBufferRealFade( )
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{
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if ( gsFadeRealCount != gsFadeCount )
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{
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ShadowVideoSurfaceRectUsingLowPercentTable( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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ShadowVideoSurfaceRectUsingLowPercentTable( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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gsFadeRealCount = gsFadeCount;
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}
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@@ -654,7 +654,7 @@ void FadeInFrameBufferRealFade( )
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for ( cnt = 0; cnt < ( gsFadeLimit - gsFadeCount ); cnt++ )
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{
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ShadowVideoSurfaceRectUsingLowPercentTable( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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ShadowVideoSurfaceRectUsingLowPercentTable( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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}
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// Refresh Screen
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@@ -672,11 +672,11 @@ void FadeInFrameBufferRealFade( )
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BOOLEAN UpdateSaveBufferWithBackbuffer(void)
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{
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UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
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UINT8 *pDestBuf, *pSrcBuf;
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UINT8 *pDestBuf, *pSrcBuf;
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UINT16 usWidth, usHeight;
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UINT8 ubBitDepth;
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UINT8 ubBitDepth;
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// Update saved buffer - do for the viewport size ony!
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GetCurrentVideoSettings( &usWidth, &usHeight, &ubBitDepth );
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@@ -686,8 +686,8 @@ BOOLEAN UpdateSaveBufferWithBackbuffer(void)
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if(gbPixelDepth==16)
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{
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// BLIT HERE
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
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0, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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}
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