Engine changes vs the vendored upstream (full ledger in docs/upstream-patches.md): - Assets: replace the encrypted FILE000N.GLB archives with a catalog of pre-decrypted loose files (data/INDEX); GLB_SlotItems() drives mission-pack / registered-version detection; payloads never run the GLB cipher at runtime. - Platform: Linux/SDL2/ALSA only; Android, MSVC/MinGW, macOS packaging, bundled Windows SDL2 SDKs and the ENDOOM exit screen are gone; EXIT_Error now prints before exiting. - Rendering: decouple presentation from simulation -- sim stays at the original 70/3 Hz, frames render interpolated at display rate (player, map scroll, enemies, shots, bonuses, anims, shadows); menus keep 70 Hz pacing; vsync with a delay-guard fallback. - QoL: borderless window mode (Video/borderless), no menu cursor snapping onto default buttons. Fix four regressions from the render split: - Shield bars never redrew: RAP_ThinkStats latches g_oldshield each sim step before RAP_DisplayStats' dirty check could fire. Bars now draw unconditionally per rendered frame; g_oldsuper deleted, g_oldshield kept as sim-side damage-detection state only. - Dying ships despawned without exploding: the render loop never called ANIMS_DisplayHigh(); most air-death explosions register HIGH_AIR. Restored between the player and enemy shots, as upstream orders it. - Laser turret broke: reusing doneflag as a draw marker (it is hit/retire game state, and the turret retire path never frees its shot) hid the beam on hitting ticks and leaked one SHOTS pool slot per fire until no weapon could shoot. S_LINE tracers now carry an age counter: one Think pass, every render of their birth step, purged at the top of the next Think. - Muzzle flash was cleared per rendered frame, making it invisible at display refresh rates; now cleared once per simulation step.
257 lines
6.1 KiB
C++
257 lines
6.1 KiB
C++
#include <stdint.h>
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#include "common.h"
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#include "gfxapi.h"
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#include "rap.h"
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#include "windows.h"
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#include "glbapi.h"
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#include "entypes.h"
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char sdtablemem[516];
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char *sdtable;
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typedef struct
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{
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int item;
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int x;
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int y;
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}SHADOW;
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#define MAX_SHADOWS 50
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#define MAX_GSHADOWS 25
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SHADOW shads[MAX_SHADOWS];
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SHADOW gshads[MAX_GSHADOWS];
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int num_shadows, num_gshadows;
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static SHADOW prev_shads[MAX_SHADOWS];
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static SHADOW prev_gshads[MAX_GSHADOWS];
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static int prev_num_shadows, prev_num_gshadows;
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/***************************************************************************
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SHADOW_Snapshot () - Latches this simulation step's shadows as previous
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positions for interpolated display
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***************************************************************************/
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void
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SHADOW_Snapshot(
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void
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)
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{
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memcpy(prev_shads, shads, sizeof(shads));
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memcpy(prev_gshads, gshads, sizeof(gshads));
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prev_num_shadows = num_shadows;
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prev_num_gshadows = num_gshadows;
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}
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#define MAXZ 1280;
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/***************************************************************************
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SHADOW_Draw () - Draws AIR shadows in 3D perspective
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***************************************************************************/
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void
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SHADOW_Draw(
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char *pic, // INPUT : pointer to sprite data
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int x, // INPUT : x position of sprite
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int y // INPUT : y position of sprite
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)
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{
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GFX_PIC *h = (GFX_PIC*)pic;
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GFX_SPRITE *ah;
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int lx, ly, oldsy, sx, sy, ox, oy, x2, y2, oldy, drawflag;
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x -= 10;
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y += 20;
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oldy = oldsy = -1;
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G3D_x = x;
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G3D_y = y;
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G3D_z = MAXZ;
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GFX_3DPoint();
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ox = G3D_screenx;
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oy = G3D_screeny;
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G3D_x = ox + LE_LONG(h->width) - 1;
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G3D_y = oy + LE_LONG(h->height) - 1;
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G3D_z = MAXZ;
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GFX_3DPoint();
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lx = G3D_screenx - ox + 1;
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ly = G3D_screenx - oy + 1;
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if (!GFX_ClipLines(0, &ox, &oy, &lx, &ly))
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return;
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pic += sizeof(GFX_PIC);
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ah = (GFX_SPRITE*)pic;
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while (LE_LONG(ah->offset) != -1)
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{
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pic += sizeof(GFX_SPRITE);
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ox = LE_LONG(ah->x) + x;
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oy = LE_LONG(ah->y) + y;
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x2 = ox + LE_LONG(ah->length) - 1;
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y2 = oy + 1;
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G3D_x = ox;
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G3D_y = oy;
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G3D_z = MAXZ;
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GFX_3DPoint();
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sx = G3D_screenx;
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sy = G3D_screeny;
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G3D_x = x2;
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G3D_y = y2;
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G3D_z = MAXZ;
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GFX_3DPoint();
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lx = G3D_screenx - sx + 1;
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if (sy > SCREENHEIGHT)
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return;
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drawflag = 1;
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if (LE_LONG(ah->y) != oldy && oldsy == sy)
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drawflag = 0;
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if (drawflag)
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{
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ly = 1;
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if (GFX_ClipLines(0, &sx, &sy, &lx, &ly))
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GFX_Shade(displaybuffer + sx + ylookup[sy], lx, sdtable);
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oldy = LE_LONG(ah->y);
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}
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oldsy = sy;
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pic += LE_LONG(ah->length);
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ah = (GFX_SPRITE*)pic;
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}
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}
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/***************************************************************************
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SHADOW_Init() - Allocate memory and set 3D view
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***************************************************************************/
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void
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SHADOW_Init(
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void
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)
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{
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sdtable = sdtablemem;
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sdtable = (char*)(((intptr_t)sdtable + 255) & ~255);
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GFX_3D_SetView(160, 100, 1000);
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}
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/***************************************************************************
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SHADOW_MakeShades() - Make shade tables
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***************************************************************************/
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void
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SHADOW_MakeShades(
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void
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)
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{
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GFX_MakeLightTable(palette, sdtable, -6);
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}
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/***************************************************************************
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SHADOW_Add() - Add a Air ship shadow
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***************************************************************************/
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void
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SHADOW_Add(
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int item, // INPUT : GLB item
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int x, // INPUT : x position
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int y // INPUT : y position
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)
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{
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SHADOW *cur;
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cur = &shads[num_shadows];
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if (num_shadows < MAX_SHADOWS)
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{
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cur->item = item;
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cur->x = x;
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cur->y = y;
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num_shadows++;
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}
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}
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/***************************************************************************
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SHADOW_GAdd() - Adds Ground shadow
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***************************************************************************/
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void
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SHADOW_GAdd(
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int item, // INPUT : GLB item
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int x, // INPUT : x position
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int y // INPUT : y position
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)
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{
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SHADOW *cur;
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cur = &gshads[num_gshadows];
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if (num_gshadows < MAX_GSHADOWS)
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{
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cur->item = item;
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cur->x = x - 3;
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cur->y = y + 4;
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num_gshadows++;
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}
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}
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/***************************************************************************
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SHADOW_DisplaySky () - Display Sky Shadows
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***************************************************************************/
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void
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SHADOW_DisplaySky(
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void
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)
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{
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char *pic;
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int i;
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int ix, iy;
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if (opt_detail < 1)
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return;
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for (i = 0; i < num_shadows; i++)
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{
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ix = (i < prev_num_shadows) ? GFX_InterpCoord(shads[i].x, prev_shads[i].x) : shads[i].x;
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iy = (i < prev_num_shadows) ? GFX_InterpCoord(shads[i].y, prev_shads[i].y) : shads[i].y;
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pic = GLB_GetItem(shads[i].item);
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SHADOW_Draw(pic, ix, iy);
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}
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}
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/***************************************************************************
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SHADOW_DisplayGround() - Display Ground Shadows
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***************************************************************************/
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void
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SHADOW_DisplayGround(
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void
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)
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{
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char *pic;
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int i;
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int ix, iy;
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if (opt_detail < 1)
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return;
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for (i = 0; i < num_gshadows; i++)
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{
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ix = (i < prev_num_gshadows) ? GFX_InterpCoord(gshads[i].x, prev_gshads[i].x) : gshads[i].x;
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iy = (i < prev_num_gshadows) ? GFX_InterpCoord(gshads[i].y, prev_gshads[i].y) : gshads[i].y;
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pic = GLB_GetItem(gshads[i].item);
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GFX_ShadeShape(DARK, (char*)pic, ix, iy);
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}
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}
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