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d5d76a2e2a
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0ad1a228ef
2 changed files with 8 additions and 14 deletions
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@ -9,6 +9,7 @@
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#include "utils\pak.h"
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#include "utils\pak.h"
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#include "gfx\prim.h"
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#include "gfx\prim.h"
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#include "gfx\actor.h"
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#include "gfx\actor.h"
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#include "gfx\otpos.h"
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#include <dstructs.h>
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#include <dstructs.h>
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@ -466,7 +467,7 @@ u16 ThisFrame=ThisAnim->Anim[Frame];
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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int ActorOT=10;
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int ActorOT=OTPOS__ACTOR_POS;
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POLY_FT4 *CActorGfx::Render(DVECTOR &Pos,int Anim,int Frame,bool XFlip,bool YFlip)
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POLY_FT4 *CActorGfx::Render(DVECTOR &Pos,int Anim,int Frame,bool XFlip,bool YFlip)
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{
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{
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@ -528,7 +529,7 @@ POLY_FT4 *Ft4;
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setRGB0(Ft4,128,128,128);
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setRGB0(Ft4,128,128,128);
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Ft4->tpage=ThisNode->TPage;
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Ft4->tpage=ThisNode->TPage;
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Ft4->clut=PoolEntry->ActorGfx->Clut;
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Ft4->clut=PoolEntry->ActorGfx->Clut;
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AddPrimToList(Ft4,ActorOT);
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addPrim(OtPtr+ActorOT,Ft4);
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if (ShadowFlag)
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if (ShadowFlag)
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{
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{
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@ -540,7 +541,7 @@ POLY_FT4 *Ft4;
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sFt4->y1+=ShadowYOfs;
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sFt4->y1+=ShadowYOfs;
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setSemiTrans(sFt4,1);
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setSemiTrans(sFt4,1);
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setRGB0(sFt4,0,0,0);
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setRGB0(sFt4,0,0,0);
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AddPrimToList(sFt4,ActorOT);
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addPrim(OtPtr+ActorOT,sFt4);
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}
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}
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// Set BBox
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// Set BBox
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int HalfW=CurrentFrame->W>>1;
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int HalfW=CurrentFrame->W>>1;
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@ -753,7 +754,8 @@ int ShiftY=(Pos.vy & 15);
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*(u32*)&TPrimPtr->u0=T0; // Set UV0
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*(u32*)&TPrimPtr->u0=T0; // Set UV0
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*(u32*)&TPrimPtr->u1=T1; // Set UV1
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*(u32*)&TPrimPtr->u1=T1; // Set UV1
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*(u16*)&TPrimPtr->u2=T2; // Set UV2
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*(u16*)&TPrimPtr->u2=T2; // Set UV2
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if (TList->OTOfs>MAX_OT-1) TList->OTOfs=MAX_OT-1;
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ThisOT=OtPtr+TList->OTOfs;
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ThisOT=OtPtr+TList->OTOfs;
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TList++;
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TList++;
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@ -113,16 +113,8 @@ sVtx *P0,*P1,*P2;
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u32 T0,T1,T2;
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u32 T0,T1,T2;
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s32 ClipZ;
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s32 ClipZ;
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sOT *ThisOT;
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sOT *ThisOT;
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//MATRIX &CamMtx=CGameScene::GetCamMtx();
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VECTOR BlkPos;
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VECTOR BlkPos;
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//extern int RenderZ;
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// CamMtx.t[2]=RenderZ;
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// SetTransMatrix(&CamMtx);
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// SetIdentNoTrans(&CamMtx);
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// SetRotMatrix(&CamMtx);
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// Setup Trans Matrix
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// Setup Trans Matrix
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BlkPos.vx=XOfs-(ShiftX);
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BlkPos.vx=XOfs-(ShiftX);
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BlkPos.vy=YOfs-(ShiftY);
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BlkPos.vy=YOfs-(ShiftY);
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@ -154,9 +146,9 @@ VECTOR BlkPos;
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*(u32*)&TPrimPtr->u0=T0; // Set UV0
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*(u32*)&TPrimPtr->u0=T0; // Set UV0
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*(u32*)&TPrimPtr->u1=T1; // Set UV1
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*(u32*)&TPrimPtr->u1=T1; // Set UV1
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*(u16*)&TPrimPtr->u2=T2; // Set UV2
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*(u16*)&TPrimPtr->u2=T2; // Set UV2
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if (TList->OTOfs>MAX_OT-1) TList->OTOfs=MAX_OT-1;
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ThisOT=OtPtr+TList->OTOfs;
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ASSERT(TList->OTOfs<MAX_OT);
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ThisOT=OtPtr+TList->OTOfs;
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TList++;
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TList++;
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gte_nclip_b();
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gte_nclip_b();
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gte_stsxy3_ft3(TPrimPtr);
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gte_stsxy3_ft3(TPrimPtr);
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