mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
Remove 8bit mode
Obsolete and doesn't work * Remove gbPixelDepth * Remove 8-bit to 8-bit blitters * FileNameForBPP now only calls strcopy
This commit is contained in:
+71
-94
@@ -493,30 +493,21 @@ void RenderRadarScreen( )
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if( !( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
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{
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if(gbPixelDepth==16)
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// WANNE: Correct radar rectangle size if it is too large to fit in radar screen [2007-05-14]
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if (fAllowRadarMovementHor == FALSE)
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{
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// WANNE: Correct radar rectangle size if it is too large to fit in radar screen [2007-05-14]
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if (fAllowRadarMovementHor == FALSE)
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{
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sRadarTLX = RADAR_WINDOW_TM_X;
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sRadarBRX = RADAR_WINDOW_TM_X + RADAR_WINDOW_WIDTH;
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}
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if (fAllowRadarMovementVer == FALSE)
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{
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sRadarTLY = RADAR_WINDOW_TM_Y;
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sRadarBRY = RADAR_WINDOW_TM_Y + RADAR_WINDOW_HEIGHT;
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}
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usLineColor = Get16BPPColor( FROMRGB( 0, 255, 0 ) );
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RectangleDraw( TRUE, sRadarTLX, sRadarTLY, sRadarBRX, sRadarBRY - 1, usLineColor, pDestBuf );
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sRadarTLX = RADAR_WINDOW_TM_X;
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sRadarBRX = RADAR_WINDOW_TM_X + RADAR_WINDOW_WIDTH;
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}
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else if(gbPixelDepth==8)
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if (fAllowRadarMovementVer == FALSE)
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{
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// DB Need to change this to a color from the 8-but standard palette
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usLineColor = COLOR_GREEN;
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RectangleDraw8( TRUE, sRadarTLX + 1, sRadarTLY + 1, sRadarBRX + 1, sRadarBRY + 1, usLineColor, pDestBuf );
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sRadarTLY = RADAR_WINDOW_TM_Y;
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sRadarBRY = RADAR_WINDOW_TM_Y + RADAR_WINDOW_HEIGHT;
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}
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usLineColor = Get16BPPColor( FROMRGB( 0, 255, 0 ) );
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RectangleDraw( TRUE, sRadarTLX, sRadarTLY, sRadarBRX, sRadarBRY - 1, usLineColor, pDestBuf );
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}
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// Cycle fFlash variable
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@@ -556,24 +547,20 @@ void RenderRadarScreen( )
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sXSoldRadar += RADAR_WINDOW_TM_X;
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sYSoldRadar += gsRadarY;
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// if we are in 16 bit mode....kind of redundant
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if(gbPixelDepth==16)
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if( ( fFlashHighLightInventoryItemOnradarMap ) )
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{
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if( ( fFlashHighLightInventoryItemOnradarMap ) )
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{
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usLineColor = Get16BPPColor( FROMRGB( 0, 255, 0 ) );
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usLineColor = Get16BPPColor( FROMRGB( 0, 255, 0 ) );
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}
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else
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{
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// DB Need to add a radar color for 8-bit
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usLineColor = Get16BPPColor( FROMRGB( 255, 255, 255 ) );
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}
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}
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else
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{
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// DB Need to add a radar color for 8-bit
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usLineColor = Get16BPPColor( FROMRGB( 255, 255, 255 ) );
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}
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if( iCurrentlyHighLightedItem == iCounter )
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{
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RectangleDraw( TRUE, sXSoldRadar, sYSoldRadar, sXSoldRadar + 1, sYSoldRadar + 1, usLineColor, pDestBuf );
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}
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if( iCurrentlyHighLightedItem == iCounter )
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{
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RectangleDraw( TRUE, sXSoldRadar, sYSoldRadar, sXSoldRadar + 1, sYSoldRadar + 1, usLineColor, pDestBuf );
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}
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}
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}
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@@ -632,77 +619,67 @@ void RenderRadarScreen( )
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sXSoldRadar += gsRadarX;
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sYSoldRadar += gsRadarY;
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if(gbPixelDepth==16)
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{
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// DB Need to add a radar color for 8-bit
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// Are we a selected guy?
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if ( pSoldier->ubID == gusSelectedSoldier )
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// Are we a selected guy?
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if ( pSoldier->ubID == gusSelectedSoldier )
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{
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if ( gfRadarCurrentGuyFlash )
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{
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if ( gfRadarCurrentGuyFlash )
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{
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usLineColor = 0;
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}
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else
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{
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// If on roof, make darker....
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if ( pSoldier->pathing.bLevel > 0 )
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{
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usLineColor = Get16BPPColor( FROMRGB( 150, 150, 0 ) );
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}
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else
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{
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usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor );
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}
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}
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usLineColor = 0;
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}
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else
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{
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usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor );
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if ( pSoldier->bTeam == CIV_TEAM )
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{
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// Override civ team with red if hostile...
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if ( pSoldier->bSide != gbPlayerNum && !pSoldier->aiData.bNeutral )
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usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) );
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// if uncovered, different colour (so the player doesn't have to search for us)
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else if ( gGameExternalOptions.fKnownNPCsUseDifferentColour && pSoldier->ubProfile != NO_PROFILE && !zHiddenNames[pSoldier->ubProfile].Hidden )
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usLineColor = Get16BPPColor( FROMRGB( 0, 0, 255 ) );
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}
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// Flugente 18-04-15: observed an odd bug: if we play with a release build and see a creature for the first time, their overhead/radar map pins do not have the correct colour.
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// Bizarrely enough, the issue seems dependent on the colour value (pink, RGB: 255/0/255) itself.
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// Saving and reloading solves the issue, but I am not sure why. As a fix we now use a slightly dampened pink.
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if ( pSoldier->bTeam == CREATURE_TEAM )
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{
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usLineColor = Get16BPPColor( FROMRGB( 247, 0, 247 ) );
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}
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// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
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if ( pSoldier->usSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
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usLineColor = Get16BPPColor( gTacticalStatus.Team[ MILITIA_TEAM ].RadarColor );
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// Render different color if an enemy and he's unconscious
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if ( pSoldier->bTeam != gbPlayerNum && pSoldier->stats.bLife < OKLIFE )
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{
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usLineColor = Get16BPPColor( FROMRGB( 128, 128, 128 ) );
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}
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// If on roof, make darker....
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if ( pSoldier->bTeam == gbPlayerNum && pSoldier->pathing.bLevel > 0 )
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if ( pSoldier->pathing.bLevel > 0 )
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{
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usLineColor = Get16BPPColor( FROMRGB( 150, 150, 0 ) );
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}
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else
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{
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usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor );
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}
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}
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}
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else
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{
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usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor );
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if ( pSoldier->bTeam == CIV_TEAM )
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{
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// Override civ team with red if hostile...
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if ( pSoldier->bSide != gbPlayerNum && !pSoldier->aiData.bNeutral )
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usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) );
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// if uncovered, different colour (so the player doesn't have to search for us)
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else if ( gGameExternalOptions.fKnownNPCsUseDifferentColour && pSoldier->ubProfile != NO_PROFILE && !zHiddenNames[pSoldier->ubProfile].Hidden )
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usLineColor = Get16BPPColor( FROMRGB( 0, 0, 255 ) );
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}
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RectangleDraw( TRUE, sXSoldRadar, sYSoldRadar, sXSoldRadar+1, sYSoldRadar+1, usLineColor, pDestBuf );
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}
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else if(gbPixelDepth==8)
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{
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// DB Need to change this to a color from the 8-but standard palette
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usLineColor = COLOR_BLUE;
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RectangleDraw8( TRUE, sXSoldRadar, sYSoldRadar, sXSoldRadar+1, sYSoldRadar+1, usLineColor, pDestBuf );
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// Flugente 18-04-15: observed an odd bug: if we play with a release build and see a creature for the first time, their overhead/radar map pins do not have the correct colour.
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// Bizarrely enough, the issue seems dependent on the colour value (pink, RGB: 255/0/255) itself.
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// Saving and reloading solves the issue, but I am not sure why. As a fix we now use a slightly dampened pink.
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if ( pSoldier->bTeam == CREATURE_TEAM )
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{
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usLineColor = Get16BPPColor( FROMRGB( 247, 0, 247 ) );
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}
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// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
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if ( pSoldier->usSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
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usLineColor = Get16BPPColor( gTacticalStatus.Team[ MILITIA_TEAM ].RadarColor );
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// Render different color if an enemy and he's unconscious
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if ( pSoldier->bTeam != gbPlayerNum && pSoldier->stats.bLife < OKLIFE )
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{
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usLineColor = Get16BPPColor( FROMRGB( 128, 128, 128 ) );
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}
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// If on roof, make darker....
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if ( pSoldier->bTeam == gbPlayerNum && pSoldier->pathing.bLevel > 0 )
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{
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usLineColor = Get16BPPColor( FROMRGB( 150, 150, 0 ) );
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}
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}
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RectangleDraw( TRUE, sXSoldRadar, sYSoldRadar, sXSoldRadar+1, sYSoldRadar+1, usLineColor, pDestBuf );
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}
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}
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}
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+23
-74
@@ -604,20 +604,9 @@ BOOLEAN UpdateSaveBuffer(void)
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pSrcBuf = LockVideoSurface(guiRENDERBUFFER, &uiSrcPitchBYTES);
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pDestBuf = LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES);
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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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0, gsVIEWPORT_WINDOW_START_Y, 0, gsVIEWPORT_WINDOW_START_Y, usWidth, ( gsVIEWPORT_WINDOW_END_Y - gsVIEWPORT_WINDOW_START_Y ) );
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}
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else if(gbPixelDepth==8)
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{
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// BLIT HERE
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Blt8BPPTo8BPP(pDestBuf, uiDestPitchBYTES,
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pSrcBuf, uiSrcPitchBYTES,
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0, gsVIEWPORT_WINDOW_START_Y, 0, gsVIEWPORT_WINDOW_START_Y, usWidth, gsVIEWPORT_WINDOW_END_Y );
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}
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
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0, gsVIEWPORT_WINDOW_START_Y, 0, gsVIEWPORT_WINDOW_START_Y, usWidth, ( gsVIEWPORT_WINDOW_END_Y - gsVIEWPORT_WINDOW_START_Y ) );
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UnLockVideoSurface(guiRENDERBUFFER);
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UnLockVideoSurface(guiSAVEBUFFER);
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@@ -643,22 +632,11 @@ BOOLEAN RestoreExternBackgroundRect( INT16 sLeft, INT16 sTop, INT16 sWidth, INT1
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pDestBuf = LockVideoSurface(guiRENDERBUFFER, &uiDestPitchBYTES);
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pSrcBuf = LockVideoSurface(guiSAVEBUFFER, &uiSrcPitchBYTES);
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if(gbPixelDepth==16)
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{
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
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sLeft , sTop,
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sLeft , sTop,
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sWidth, sHeight);
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}
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else if(gbPixelDepth==8)
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{
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Blt8BPPTo8BPP(pDestBuf, uiDestPitchBYTES,
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pSrcBuf, uiSrcPitchBYTES,
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sLeft , sTop,
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sLeft , sTop,
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sWidth, sHeight);
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}
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
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sLeft , sTop,
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sLeft , sTop,
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sWidth, sHeight);
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UnLockVideoSurface(guiRENDERBUFFER);
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UnLockVideoSurface(guiSAVEBUFFER);
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@@ -695,22 +673,11 @@ BOOLEAN RestoreExternBackgroundRectGivenID( INT32 iBack )
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pDestBuf = LockVideoSurface(guiRENDERBUFFER, &uiDestPitchBYTES);
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pSrcBuf = LockVideoSurface(guiSAVEBUFFER, &uiSrcPitchBYTES);
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if(gbPixelDepth==16)
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{
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
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sLeft , sTop,
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sLeft , sTop,
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sWidth, sHeight);
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}
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else if(gbPixelDepth==8)
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{
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Blt8BPPTo8BPP(pDestBuf, uiDestPitchBYTES,
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pSrcBuf, uiSrcPitchBYTES,
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sLeft , sTop,
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sLeft , sTop,
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sWidth, sHeight);
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}
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
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sLeft , sTop,
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sLeft , sTop,
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sWidth, sHeight);
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UnLockVideoSurface(guiRENDERBUFFER);
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UnLockVideoSurface(guiSAVEBUFFER);
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@@ -730,22 +697,11 @@ BOOLEAN CopyExternBackgroundRect( INT16 sLeft, INT16 sTop, INT16 sWidth, INT16 s
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pDestBuf = LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES);
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pSrcBuf = LockVideoSurface(guiRENDERBUFFER, &uiSrcPitchBYTES);
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if(gbPixelDepth==16)
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{
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
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sLeft , sTop,
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sLeft , sTop,
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sWidth, sHeight);
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}
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else if(gbPixelDepth==8)
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{
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Blt8BPPTo8BPP(pDestBuf, uiDestPitchBYTES,
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pSrcBuf, uiSrcPitchBYTES,
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sLeft , sTop,
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sLeft , sTop,
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sWidth, sHeight);
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}
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
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sLeft , sTop,
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sLeft , sTop,
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sWidth, sHeight);
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UnLockVideoSurface(guiSAVEBUFFER);
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UnLockVideoSurface(guiRENDERBUFFER);
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@@ -1342,18 +1298,11 @@ BOOLEAN RestoreShiftedVideoOverlays( INT16 sShiftX, INT16 sShiftY )
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usHeight = sBottom - sTop;
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usWidth = sRight - sLeft;
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if(gbPixelDepth==16)
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{
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Blt16BPPTo16BPP((UINT16 *)(UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)gVideoOverlays[uiCount].pSaveArea, gBackSaves[ iBackIndex ].sWidth*2,
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sLeft, sTop,
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uiLeftSkip, uiTopSkip,
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usWidth, usHeight );
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}
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else if(gbPixelDepth==8)
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{
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}
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Blt16BPPTo16BPP((UINT16 *)(UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)gVideoOverlays[uiCount].pSaveArea, gBackSaves[ iBackIndex ].sWidth*2,
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sLeft, sTop,
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uiLeftSkip, uiTopSkip,
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usWidth, usHeight );
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// Once done, check for pending deletion
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if ( gVideoOverlays[uiCount].fDeletionPending )
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@@ -1367,8 +1367,7 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart
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GetCurrentVideoSettings(&usWidth, &usHeight, &ubBitDepth);
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pSrcBuf = LockVideoSurface(guiRENDERBUFFER, &uiSrcPitchBYTES);
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pDestBuf = LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES);
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if(gbPixelDepth == 16)// BLIT HERE
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, (UINT16 *)pSrcBuf, uiSrcPitchBYTES, 0, 0, 0, 0, usWidth, usHeight);
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, (UINT16 *)pSrcBuf, uiSrcPitchBYTES, 0, 0, 0, 0, usWidth, usHeight);
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UnLockVideoSurface(guiRENDERBUFFER);
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UnLockVideoSurface(guiSAVEBUFFER);
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}
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+480
-569
File diff suppressed because it is too large
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