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*********************************************************
* 2006/05/04 * * Madd Mugsy * * Developed in VS 2003 * ********************************************************* - Added tile lighting animation effects to tracer bullets, forced muzzle flash on tracers so enemies can see you, regardless of flash suppression - Re-enabled laptop animation, since Lesh fixed it (I forgot to mention that in my earlier changes :p) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@54 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+111
-116
@@ -1811,15 +1811,14 @@ UINT32 LaptopScreenHandle()
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if( gfStartMapScreenToLaptopTransition )
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{
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// WANNE 2: I disabled the animation of the laptop, because the screen redrawing does not work correct!
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// Madd: It'd be nice if someone who knows more about graphics than I do could re-enable this, at least for 640x480
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//Everything is set up to start the transition animation.
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//SGPRect SrcRect2, DstRect;
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//INT32 iPercentage, iScalePercentage, iFactor;
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//UINT32 uiStartTime, uiTimeRange, uiCurrTime;
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//INT32 iX, iY, iWidth, iHeight;
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//SGPRect SrcRect1;
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SGPRect SrcRect2, DstRect;
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INT32 iPercentage, iScalePercentage, iFactor;
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UINT32 uiStartTime, uiTimeRange, uiCurrTime;
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INT32 iX, iY, iWidth, iHeight;
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//INT32 iRealPercentage;
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INT32 iRealPercentage;
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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//Step 1: Build the laptop image into the save buffer.
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@@ -1834,63 +1833,62 @@ UINT32 LaptopScreenHandle()
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PrintNumberOnTeam( );
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ShowLights();
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//// WANNE 2 <change>
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////Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
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//// Start transitioning the screen.
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//DstRect.iLeft = iScreenWidthOffset; //0
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//DstRect.iTop = iScreenHeightOffset; //0
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//DstRect.iRight = iScreenWidthOffset + 640; //640
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//DstRect.iBottom = iScreenHeightOffset + 480; //480
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//uiTimeRange = 1000;
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//iPercentage = iRealPercentage = 0;
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//uiStartTime = GetJA2Clock();
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//Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
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// Start transitioning the screen.
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DstRect.iLeft = iScreenWidthOffset; //0
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DstRect.iTop = iScreenHeightOffset; //0
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DstRect.iRight = iScreenWidthOffset + 640; //640
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DstRect.iBottom = iScreenHeightOffset + 480; //480
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uiTimeRange = 1000;
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iPercentage = iRealPercentage = 0;
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uiStartTime = GetJA2Clock();
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//BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, iScreenWidthOffset, iScreenHeightOffset,
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// 640, 480 );
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//BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, iScreenWidthOffset, iScreenHeightOffset, 640, 480 );
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BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, iScreenWidthOffset, iScreenHeightOffset,
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640, 480 );
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BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, iScreenWidthOffset, iScreenHeightOffset, 640, 480 );
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//PlayJA2SampleFromFile( "SOUNDS\\Laptop power up (8-11).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
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//
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//// WANNE 2 with laptop zooming
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//while( iRealPercentage < 100 )
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//{
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// uiCurrTime = GetJA2Clock();
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// iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange;
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// iPercentage = min( iPercentage, 100 );
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PlayJA2SampleFromFile( "SOUNDS\\Laptop power up (8-11).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
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// WANNE 2 with laptop zooming
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while( iRealPercentage < 100 )
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{
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uiCurrTime = GetJA2Clock();
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iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange;
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iPercentage = min( iPercentage, 100 );
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// iRealPercentage = iPercentage;
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iRealPercentage = iPercentage;
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// //Factor the percentage so that it is modified by a gravity falling acceleration effect.
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// iFactor = (iPercentage - 50) * 2;
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// if( iPercentage < 50 )
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// iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
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// else
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// iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.5);
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//Factor the percentage so that it is modified by a gravity falling acceleration effect.
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iFactor = (iPercentage - 50) * 2;
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if( iPercentage < 50 )
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iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
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else
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iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.5);
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// //Laptop source rect
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// if( iPercentage < 99 )
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// iScalePercentage = 10000 / (100-iPercentage);
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// else
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// iScalePercentage = 5333;
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// iWidth = 12 * iScalePercentage / 100;
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// iHeight = 9 * iScalePercentage / 100;
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//Laptop source rect
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if( iPercentage < 99 )
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iScalePercentage = 10000 / (100-iPercentage);
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else
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iScalePercentage = 5333;
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iWidth = 12 * iScalePercentage / 100;
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iHeight = 9 * iScalePercentage / 100;
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// iX = iScreenWidthOffset + 472 - (472-320) * iScalePercentage / 5333;
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// iY = iScreenHeightOffset + 424 - (424-240) * iScalePercentage / 5333;
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iX = 472 - (472 - (iScreenWidthOffset + 320)) * iScalePercentage / 5333;
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iY = 424 - (424 - (iScreenHeightOffset + 240)) * iScalePercentage / 5333;
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// SrcRect2.iLeft = iX - iWidth / 2;
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// SrcRect2.iRight = SrcRect2.iLeft + iWidth;
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// SrcRect2.iTop = iY - iHeight / 2;
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// SrcRect2.iBottom = SrcRect2.iTop + iHeight;
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//
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// BltStretchVideoSurface(FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 0, &DstRect, &SrcRect2 );
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SrcRect2.iLeft = iX - iWidth / 2;
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SrcRect2.iRight = SrcRect2.iLeft + iWidth;
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SrcRect2.iTop = iY - iHeight / 2;
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SrcRect2.iBottom = SrcRect2.iTop + iHeight;
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BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, iScreenWidthOffset, iScreenHeightOffset, 0, &DstRect, &SrcRect2 );
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// //WANNE 2
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// InvalidateScreen();
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//
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// //WANNE 2
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// RefreshScreen( NULL );
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//}
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//WANNE 2
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InvalidateScreen();
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//WANNE 2
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RefreshScreen( NULL );
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}
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fReDrawScreenFlag = TRUE;
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}
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@@ -2445,14 +2443,11 @@ BOOLEAN LeaveLapTopScreen( void )
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if( !gfDontStartTransitionFromLaptop )
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{
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// WANNE 2: I disabled the laptop animation, because the screen redrawing does not work correctly!
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// Madd: It'd be nice if someone who knows more about graphics than I do could re-enable this, at least for 640x480
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//SGPRect SrcRect1, SrcRect2, DstRect;
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//INT32 iPercentage, iScalePercentage, iFactor;
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//UINT32 uiStartTime, uiTimeRange, uiCurrTime;
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//INT32 iX, iY, iWidth, iHeight;
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//INT32 iRealPercentage;
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SGPRect SrcRect1, SrcRect2, DstRect;
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INT32 iPercentage, iScalePercentage, iFactor;
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UINT32 uiStartTime, uiTimeRange, uiCurrTime;
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INT32 iX, iY, iWidth, iHeight;
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INT32 iRealPercentage;
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gfDontStartTransitionFromLaptop = TRUE;
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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@@ -2467,66 +2462,66 @@ BOOLEAN LeaveLapTopScreen( void )
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PrintNumberOnTeam( );
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ShowLights();
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////Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
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//// Start transitioning the screen.
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//DstRect.iLeft = iScreenWidthOffset + 0; // 0
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//DstRect.iTop = iScreenHeightOffset + 0; // 0
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//DstRect.iRight = iScreenWidthOffset + 640; // 640
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//DstRect.iBottom = iScreenHeightOffset + 480; // 480
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//uiTimeRange = 1000;
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//iPercentage = iRealPercentage = 100;
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//uiStartTime = GetJA2Clock();
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//Step 2: The mapscreen image is in the EXTRABUFFER, and laptop is in the SAVEBUFFER
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// Start transitioning the screen.
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DstRect.iLeft = iScreenWidthOffset + 0; // 0
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DstRect.iTop = iScreenHeightOffset + 0; // 0
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DstRect.iRight = iScreenWidthOffset + 640; // 640
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DstRect.iBottom = iScreenHeightOffset + 480; // 480
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uiTimeRange = 1000;
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iPercentage = iRealPercentage = 100;
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uiStartTime = GetJA2Clock();
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//BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, iScreenWidthOffset, iScreenHeightOffset,
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// 640, 480 );
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BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, iScreenWidthOffset, iScreenHeightOffset,
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640, 480 );
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//PlayJA2SampleFromFile( "SOUNDS\\Laptop power down (8-11).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
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PlayJA2SampleFromFile( "SOUNDS\\Laptop power down (8-11).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
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//// WANNE 2
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//while( iRealPercentage > 0 )
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//{
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// BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, iScreenWidthOffset, iScreenHeightOffset, 640, 480 );
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// WANNE 2
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while( iRealPercentage > 0 )
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{
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BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, iScreenWidthOffset, iScreenHeightOffset, 640, 480 );
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// uiCurrTime = GetJA2Clock();
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// iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange;
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// iPercentage = min( iPercentage, 100 );
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// iPercentage = 100 - iPercentage;
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uiCurrTime = GetJA2Clock();
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iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange;
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iPercentage = min( iPercentage, 100 );
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iPercentage = 100 - iPercentage;
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// iRealPercentage = iPercentage;
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iRealPercentage = iPercentage;
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// //Factor the percentage so that it is modified by a gravity falling acceleration effect.
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// iFactor = (iPercentage - 50) * 2;
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// if( iPercentage < 50 )
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// iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
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// else
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// iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.5);
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//Factor the percentage so that it is modified by a gravity falling acceleration effect.
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iFactor = (iPercentage - 50) * 2;
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if( iPercentage < 50 )
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iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
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else
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iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.5);
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// //Mapscreen source rect
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// SrcRect1.iLeft = iScreenWidthOffset + 464 * iPercentage / 100;
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// SrcRect1.iRight = iScreenWidthOffset + 640 - 163 * iPercentage / 100;
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// SrcRect1.iTop = iScreenHeightOffset + 417 * iPercentage / 100;
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// SrcRect1.iBottom = iScreenHeightOffset + 480 - 55 * iPercentage / 100;
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// //Laptop source rect
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// if( iPercentage < 99 )
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// iScalePercentage = 10000 / (100-iPercentage);
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// else
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// iScalePercentage = 5333;
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// iWidth = 12 * iScalePercentage / 100;
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// iHeight = 9 * iScalePercentage / 100;
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// iX = iScreenWidthOffset + 472 - (472-320) * iScalePercentage / 5333;
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// iY = iScreenHeightOffset + 424 - (424-240) * iScalePercentage / 5333;
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//Mapscreen source rect
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SrcRect1.iLeft = iScreenWidthOffset + 464 * iPercentage / 100;
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SrcRect1.iRight = iScreenWidthOffset + 640 - 163 * iPercentage / 100;
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SrcRect1.iTop = iScreenHeightOffset + 417 * iPercentage / 100;
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SrcRect1.iBottom = iScreenHeightOffset + 480 - 55 * iPercentage / 100;
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//Laptop source rect
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if( iPercentage < 99 )
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iScalePercentage = 10000 / (100-iPercentage);
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else
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iScalePercentage = 5333;
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iWidth = 12 * iScalePercentage / 100;
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iHeight = 9 * iScalePercentage / 100;
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iX = 472 - (472 - (iScreenWidthOffset + 320)) * iScalePercentage / 5333;
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iY = 424 - (424 - (iScreenHeightOffset + 240)) * iScalePercentage / 5333;
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// SrcRect2.iLeft = iX - iWidth / 2;
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// SrcRect2.iRight = SrcRect2.iLeft + iWidth;
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// SrcRect2.iTop = iY - iHeight / 2;
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// SrcRect2.iBottom = SrcRect2.iTop + iHeight;
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SrcRect2.iLeft = iX - iWidth / 2;
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SrcRect2.iRight = SrcRect2.iLeft + iWidth;
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SrcRect2.iTop = iY - iHeight / 2;
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SrcRect2.iBottom = SrcRect2.iTop + iHeight;
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// BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 0, &DstRect, &SrcRect2 );
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BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, 0, iScreenWidthOffset, iScreenHeightOffset, &DstRect, &SrcRect2 );
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// InvalidateScreen();
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// //gfPrintFrameBuffer = TRUE;
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// RefreshScreen( NULL );
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//}
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InvalidateScreen();
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//gfPrintFrameBuffer = TRUE;
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RefreshScreen( NULL );
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}
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}
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}
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return( TRUE );
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@@ -4519,8 +4514,8 @@ BOOLEAN DisplayTitleBarMaximizeGraphic(BOOLEAN fForward, BOOLEAN fInit, UINT16 u
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sPosBottomY = LAPTOP_TITLE_BAR_HEIGHT;
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SrcRect.iLeft = iScreenWidthOffset;
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SrcRect.iTop = iScreenHeightOffset;
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SrcRect.iLeft = 0;
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SrcRect.iTop = 0;
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SrcRect.iRight = LAPTOP_TITLE_BAR_WIDTH;
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SrcRect.iBottom = LAPTOP_TITLE_BAR_HEIGHT;
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@@ -61,6 +61,7 @@ typedef struct
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ANITILE *pShadowAniTile;
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UINT8 ubItemStatus;
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UINT16 fromItem;
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INT32 flash;
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} BULLET;
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extern UINT32 guiNumBullets;
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+5
-1
@@ -6637,10 +6637,14 @@ BOOLEAN IsRemoteDetonatorAttached( OBJECTTYPE * pObj )
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return( FALSE );
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}
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BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj )
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BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier )
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{
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INT8 bLoop;
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//Madd: tracers automatically negate any muzzle flash suppression due to inherent lighting effects
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if (Item[pObj->usItem].usItemClass == IC_GUN && AmmoTypes[pObj->ubGunAmmoType].tracerEffect && pSoldier->bDoBurst )
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return FALSE;
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if (Item[pObj->usItem].hidemuzzleflash )
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return TRUE;
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+1
-1
@@ -245,7 +245,7 @@ INT8 FindNonSmokeLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon );
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INT8 FindNonSmokeLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon );
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UINT16 PickARandomLaunchable(UINT16 itemIndex);
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BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj );
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BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier );
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INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj );
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BOOLEAN IsRemoteDetonator( OBJECTTYPE * pObj );
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BOOLEAN IsDetonator( OBJECTTYPE * pObj );
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+1
-1
@@ -198,7 +198,7 @@ void ResetRain()
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void GenerateRainDropsList()
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{
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guiCurrMaxAmountOfRainDrops = (UINT32)BASE_MAXIMUM_DROPS * gbCurrentRainIntensity;
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guiCurrMaxAmountOfRainDrops = (UINT32)(BASE_MAXIMUM_DROPS) * gbCurrentRainIntensity;
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pRainDrops = (TRainDrop *)MemAlloc( sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
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memset( pRainDrops, 0, sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
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@@ -2796,7 +2796,7 @@ void EVENT_FireSoldierWeapon( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
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// break;
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//}
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if ( IsFlashSuppressor (&pSoldier->inv[ pSoldier->ubAttackingHand ] ) )
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if ( IsFlashSuppressor (&pSoldier->inv[ pSoldier->ubAttackingHand ], pSoldier ) )
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pSoldier->fMuzzleFlash = FALSE;
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else
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pSoldier->fMuzzleFlash = TRUE;
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@@ -1737,7 +1737,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo )
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fBuckshot = FALSE;
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if (!CREATURE_OR_BLOODCAT( pSoldier ) )
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{
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if ( IsFlashSuppressor(&pSoldier->inv[ pSoldier->ubAttackingHand ]) )
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if ( IsFlashSuppressor(&pSoldier->inv[ pSoldier->ubAttackingHand ], pSoldier ) )
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pSoldier->fMuzzleFlash = FALSE;
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else
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pSoldier->fMuzzleFlash = TRUE;
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@@ -409,9 +409,11 @@ void AddMissileTrail( BULLET *pBullet, FIXEDPT qCurrX, FIXEDPT qCurrY, FIXEDPT q
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else if ( pBullet->usFlags & ( BULLET_FLAG_TRACER ) )
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{
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strcpy( AniParams.zCachedFile, "TILECACHE\\BULLET_TRACER.STI" );
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AniParams.uiFlags |= ANITILE_LIGHT;
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}
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CreateAnimationTile( &AniParams );
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}
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@@ -136,6 +136,24 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
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pNewAniNode->pLevelNode = pNode;
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if ( uiFlags & ANITILE_LIGHT )
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{
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if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
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{
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if( ( pNewAniNode->lightSprite=LightSpriteCreate("L-R03.LHT", 0 ) )!=(-1))
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{
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LightSpritePower(pNewAniNode->lightSprite, TRUE);
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{
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INT16 sXPos, sYPos;
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ConvertGridNoToCenterCellXY( sGridNo, &sXPos, &sYPos );
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LightSpritePosition( pNewAniNode->lightSprite, (INT16)(sXPos/CELL_X_SIZE), (INT16)(sYPos/CELL_Y_SIZE));
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}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( ( uiFlags & ANITILE_CACHEDTILE ) )
|
||||
{
|
||||
pNewAniNode->pLevelNode->uiFlags |= ( LEVELNODE_CACHEDANITILE );
|
||||
@@ -363,6 +381,10 @@ void DeleteAniTile( ANITILE *pAniTile )
|
||||
break;
|
||||
|
||||
}
|
||||
if ( pAniNode->uiFlags & ANITILE_LIGHT )
|
||||
{
|
||||
LightSpriteDestroy(pAniNode->lightSprite);
|
||||
}
|
||||
|
||||
if ( ( pAniNode->uiFlags & ANITILE_CACHEDTILE ) )
|
||||
{
|
||||
@@ -592,6 +614,11 @@ void UpdateAniTiles( )
|
||||
}
|
||||
else
|
||||
{
|
||||
//if ( pNode->uiFlags & ANITILE_LIGHT )
|
||||
//{
|
||||
// LightSpriteDestroy(pNode->lightSprite);
|
||||
//}
|
||||
|
||||
// Delete from world!
|
||||
DeleteAniTile( pNode );
|
||||
|
||||
|
||||
@@ -24,6 +24,7 @@
|
||||
#define ANITILE_EXPLOSION 0x20000000
|
||||
#define ANITILE_RELEASE_ATTACKER_WHEN_DONE 0x40000000
|
||||
#define ANITILE_USE_4DIRECTION_FOR_START_FRAME 0x02000000
|
||||
#define ANITILE_LIGHT 0x80000000
|
||||
|
||||
|
||||
#define ANI_LAND_LEVEL 1
|
||||
@@ -71,7 +72,7 @@ typedef struct TAG_anitile
|
||||
UINT32 uiUserData3;
|
||||
|
||||
INT8 bFrameCountAfterStart;
|
||||
|
||||
INT32 lightSprite;
|
||||
} ANITILE;
|
||||
|
||||
|
||||
@@ -100,7 +101,7 @@ typedef struct TAG_anitile_params
|
||||
UINT32 uiUserData;
|
||||
UINT8 ubUserData2;
|
||||
UINT32 uiUserData3;
|
||||
|
||||
INT32 lightSprite;
|
||||
} ANITILE_PARAMS;
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user