Added noise overlay (for marine image enhancer).
This commit is contained in:
parent
b6076c656e
commit
3ec3df2e66
5 changed files with 100 additions and 57 deletions
2
Makefile
2
Makefile
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@ -14,7 +14,7 @@ ROOT = main.c mathline.c math.asm net.c render.c opengl.c winapi.c stubs.c stubs
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AVP = ai_sight.c avpview.c bh_agun.c bh_ais.c bh_alien.c bh_binsw.c bh_cable.c bh_corpse.c bh_deathvol.c bh_debri.c bh_dummy.c bh_fan.c bh_far.c bh_fhug.c bh_gener.c bh_ldoor.c bh_lift.c bh_light.c bh_lnksw.c bh_ltfx.c bh_marin.c bh_mission.c bh_near.c bh_pargen.c bh_plachier.c bh_plift.c bh_pred.c bh_queen.c bh_rubberduck.c bh_selfdest.c bh_snds.c bh_spcl.c bh_swdor.c bh_track.c bh_types.c bh_videoscreen.c bh_waypt.c bh_weap.c bh_xeno.c bonusabilities.c cconvars.cpp cdtrackselection.cpp cheatmodes.c comp_map.c comp_shp.c consolelog.cpp davehook.cpp deaths.c decal.c detaillevels.c dynamics.c dynblock.c equipmnt.c equiputl.cpp extents.c game.c game_statistics.c gamecmds.cpp gameflow.c gamevars.cpp hmodel.c hud.c inventry.c language.c lighting.c load_shp.c los.c maps.c mempool.c messagehistory.c missions.cpp movement.c paintball.c particle.c pfarlocs.c pheromon.c player.c pmove.c psnd.c psndproj.c pvisible.c savegame.c scream.cpp secstats.c sfx.c stratdef.c targeting.c track.c triggers.c weapons.c
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SHAPES = cube.c
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SUPPORT = consbind.cpp consbtch.cpp coordstr.cpp daemon.cpp r2base.cpp r2pos666.cpp reflist.cpp refobj.cpp scstring.cpp strtab.cpp strutil.c trig666.cpp wrapstr.cpp
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AVPWIN95 = avpchunk.cpp cheat.c chtcodes.cpp d3d_hud.cpp ddplat.cpp endianio.c ffread.cpp ffstdio.cpp gammacontrol.cpp gflwplat.c hierplace.cpp iofocus.cpp jsndsup.cpp kzsort.c langplat.c modcmds.cpp npcsetup.cpp objsetup.cpp pathchnk.cpp platsup.c pldghost.c projload.cpp scrshot.cpp strachnk.cpp system.c usr_io.c vision.c
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AVPWIN95 = avpchunk.cpp cheat.c chtcodes.cpp d3d_hud.cpp ddplat.cpp endianio.c ffread.cpp ffstdio.cpp gammacontrol.cpp gflwplat.c hierplace.cpp iofocus.cpp jsndsup.cpp kzsort.c langplat.c modcmds.cpp npcsetup.cpp objsetup.cpp pathchnk.cpp platsup.c pldghost.c progress_bar.cpp projload.cpp scrshot.cpp strachnk.cpp system.c usr_io.c vision.c
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FRONTEND = avp_envinfo.c avp_intro.cpp avp_menudata.c
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GADGETS = ahudgadg.cpp conscmnd.cpp conssym.cpp consvar.cpp gadget.cpp hudgadg.cpp rootgadg.cpp t_ingadg.cpp teletype.cpp textexp.cpp textin.cpp trepgadg.cpp
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WIN95 = animchnk.cpp animobs.cpp awtexld.cpp awbmpld.cpp awiffld.cpp awpnmld.cpp bmpnames.cpp chnkload.cpp chnktexi.cpp chnktype.cpp chunk.cpp chunkpal.cpp db.c debuglog.cpp dummyobjectchunk.cpp enumchnk.cpp enumsch.cpp envchunk.cpp fail.c fragchnk.cpp gsprchnk.cpp hierchnk.cpp huffman.cpp iff.cpp iff_ilbm.cpp ilbm_ext.cpp io.c list_tem.cpp ltchunk.cpp media.cpp mishchnk.cpp obchunk.cpp oechunk.cpp our_mem.c plat_shp.c plspecfn.c shpchunk.cpp sndchunk.cpp sprchunk.cpp string.cpp texio.c toolchnk.cpp txioctrl.cpp wpchunk.cpp zsp.cpp
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@ -13,7 +13,7 @@ extern "C"
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{
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#include "language.h"
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extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
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extern LPDIRECTDRAWSURFACE lpDDSBack; // DirectDraw back surface
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//extern LPDIRECTDRAWSURFACE lpDDSBack; // DirectDraw back surface
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extern int DebouncedGotAnyKey;
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extern void MinimalNetCollectMessages(void);
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@ -50,7 +50,8 @@ RECT LoadingBarFull_SrcRect;
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void Start_Progress_Bar()
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{
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AAFontImageNumber = CL_LoadImageOnce("Common\\aa_font.RIM",LIO_D3DTEXTURE|LIO_RELATIVEPATH|LIO_RESTORABLE);
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#if 0 /* TODO: disabled for port */
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/* load other graphics */
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{
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char buffer[100];
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@ -113,7 +114,7 @@ void Start_Progress_Bar()
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}
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}
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DDSurface* image=0;
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//set progress bar dimensions
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BarLeft=ScreenDescriptorBlock.SDB_Width/6;
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BarRight=(ScreenDescriptorBlock.SDB_Width*5)/6;
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@ -150,19 +151,8 @@ void Start_Progress_Bar()
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0
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);
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}
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#if 0
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if(image)
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{
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//draw background image
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lpDDSBack->Blt(0,image,0,DDBLT_WAIT,0);
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}
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else
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{
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//failed to load background graphic , make do with black background
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ColourFillBackBuffer(0);
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}
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#endif
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// RenderGrabbedScreen();
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#endif
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//draw initial progress bar
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LoadingBarEmpty_SrcRect.left=0;
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@ -178,13 +168,10 @@ void Start_Progress_Bar()
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for (int i=0; i<2; i++)
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{
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ColourFillBackBuffer(0);
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#if 0 /* TODO: disabled for port */
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if (LoadingBarEmpty) lpDDSBack->Blt(&LoadingBarEmpty_DestRect,LoadingBarEmpty,&LoadingBarEmpty_SrcRect,DDBLT_WAIT,0);
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#if SOFTWARE_RENDERER
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FlushSoftwareZBuffer();
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#else
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#endif
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FlushD3DZBuffer();
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#endif
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ThisFramesRenderingHasBegun();
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@ -195,6 +182,7 @@ void Start_Progress_Bar()
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FlipBuffers();
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}
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#if 0 /* TODO: disabled for port */
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if(image)
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{
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ReleaseDDSurface(image);
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@ -203,6 +191,7 @@ void Start_Progress_Bar()
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{
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ReleaseDDSurface(LoadingBarEmpty);
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}
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#endif
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CurrentPosition=0;
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@ -225,7 +214,9 @@ void Set_Progress_Bar_Position(int pos)
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LoadingBarFull_DestRect.top=(ScreenDescriptorBlock.SDB_Height *11)/12;
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LoadingBarFull_DestRect.bottom=ScreenDescriptorBlock.SDB_Height-1;
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#if 0 /* TODO: disabled for port */
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if (LoadingBarFull) lpDDSBack->Blt(&LoadingBarFull_DestRect,LoadingBarFull,&LoadingBarFull_SrcRect,DDBLT_WAIT,0);
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#endif
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FlipBuffers();
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/*
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@ -243,7 +234,9 @@ void Set_Progress_Bar_Position(int pos)
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{
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//time to check our messages
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LastSendTime=time;
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#if 0 /* TODO: disabled for port */
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MinimalNetCollectMessages();
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#endif
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//send messages , mainly needed so that the host will send the game description
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//allowing people to join while the host is loading
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NetSendMessages();
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@ -274,6 +267,7 @@ void Game_Has_Loaded(void)
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// FlipBuffers();
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#if 0 /* TODO: disabled for port */
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ColourFillBackBufferQuad
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(
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0,
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@ -282,7 +276,7 @@ void Game_Has_Loaded(void)
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ScreenDescriptorBlock.SDB_Width-1,
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ScreenDescriptorBlock.SDB_Height-1
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);
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#endif
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if (f)
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{
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LoadingBarFull_SrcRect.left=0;
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@ -295,8 +289,10 @@ void Game_Has_Loaded(void)
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int h = MUL_FIXED((ScreenDescriptorBlock.SDB_Height)/24,ONE_FIXED-f);
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LoadingBarFull_DestRect.top=(ScreenDescriptorBlock.SDB_Height *11)/12+h;
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LoadingBarFull_DestRect.bottom=ScreenDescriptorBlock.SDB_Height-1-h;
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#if 0 /* TODO: disabled for port */
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if (LoadingBarFull) lpDDSBack->Blt(&LoadingBarFull_DestRect,LoadingBarFull,&LoadingBarFull_SrcRect,DDBLT_WAIT,0);
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#endif
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f-=NormalFrameTime;
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if (f<0) f=0;
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}
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@ -318,7 +314,9 @@ void Game_Has_Loaded(void)
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/* If in a network game then we may as well check the network messages while waiting*/
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if(AvP.Network != I_No_Network)
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{
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#if 0 /* TODO: disabled for port */
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MinimalNetCollectMessages();
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#endif
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//send messages , mainly needed so that the host will send the game description
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//allowing people to join while the host is loading
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NetSendMessages();
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@ -330,11 +328,12 @@ void Game_Has_Loaded(void)
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FadingGameInAfterLoading=ONE_FIXED;
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#if 0 /* TODO: disabled for port */
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if (LoadingBarFull)
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{
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ReleaseDDSurface(LoadingBarFull);
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}
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#endif
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}
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22
src/main.c
22
src/main.c
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@ -357,9 +357,12 @@ void CheckForWindowsMessages()
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void InGameFlipBuffers()
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{
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#if 1
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SDL_GL_SwapBuffers();
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#endif
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}
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void FlipBuffers()
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{
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SDL_GL_SwapBuffers();
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}
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void ThisFramesRenderingHasBegun()
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@ -383,9 +386,8 @@ void ThisFramesRenderingHasFinished()
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int ExitWindowsSystem()
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{
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#if 1
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SDL_Quit();
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#endif
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return 0;
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}
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@ -446,16 +448,16 @@ int main(int argc, char *argv[])
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AvP.CurrentEnv = AvP.StartingEnv = 0; /* are these even used? */
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AvP.PlayerType = I_Alien;
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SetLevelToLoad(AVP_ENVIRONMENT_FERARCO); /* starting alien level */
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// AvP.PlayerType = I_Alien;
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// SetLevelToLoad(AVP_ENVIRONMENT_FERARCO); /* starting alien level */
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// AvP.PlayerType = I_Marine;
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AvP.PlayerType = I_Marine;
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// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
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// AvP.PlayerType = I_Predator;
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// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
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// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
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SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
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// SetLevelToLoad(AVP_ENVIRONMENT_E3DEMOSP); /* demo level */
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@ -497,8 +499,8 @@ int main(int argc, char *argv[])
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/* ScanImagesForFMVs(); NOT YET */
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ResetFrameCounter();
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/* Game_Has_Loaded(); NOT YET */
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Game_Has_Loaded();
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ResetFrameCounter();
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64
src/opengl.c
64
src/opengl.c
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@ -27,6 +27,7 @@ extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
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extern unsigned char GammaValues[256];
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extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
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extern int SpecialFXImageNumber;
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extern int StaticImageNumber;
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static D3DTexture *CurrTextureHandle;
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@ -603,6 +604,69 @@ void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVER
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glEnd();
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}
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void DrawNoiseOverlay(int tr)
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{
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GLfloat x[4], y[4], s[4], t[4], u, v;
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int r, g, b;
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D3DTexture *tex;
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int size;
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r = 255;
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g = 255;
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b = 255;
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size = 256;
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tex = ImageHeaderArray[StaticImageNumber].D3DTexture;
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
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// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_ON);
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CheckBoundTextureIsCorrect(tex->id);
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// CheckDepthFuncIsCorrect(GL_ALWAYS);
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glDepthFunc(GL_ALWAYS);
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u = FastRandom()&255;
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v = FastRandom()&255;
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x[0] = -1.0f;
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y[0] = -1.0f;
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s[0] = u / 256.0f;
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t[0] = v / 256.0f;
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x[1] = 1.0f;
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y[1] = -1.0f;
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s[1] = (u + size) / 256.0f;
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t[1] = v / 256.0f;
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x[2] = 1.0f;
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y[2] = 1.0f;
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s[2] = (u + size) / 256.0f;
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t[2] = (v + size) / 256.0f;
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x[3] = -1.0f;
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y[3] = 1.0f;
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s[3] = u / 256.0f;
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t[3] = (v + size) / 256.0f;
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SelectPolygonBeginType(3); /* triangles */
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glColor4ub(r, g, b, tr);
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glTexCoord2f(s[0], t[0]);
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glVertex3f(x[0], y[0], 1.0f);
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glTexCoord2f(s[1], t[1]);
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glVertex3f(x[1], y[1], 1.0f);
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glTexCoord2f(s[3], t[3]);
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glVertex3f(x[3], y[3], 1.0f);
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glTexCoord2f(s[1], t[1]);
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glVertex3f(x[1], y[1], 1.0f);
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glTexCoord2f(s[2], t[2]);
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glVertex3f(x[2], y[2], 1.0f);
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glTexCoord2f(s[3], t[3]);
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glVertex3f(x[3], y[3], 1.0f);
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glEnd();
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glDepthFunc(GL_LEQUAL);
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}
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void D3D_PredatorScreenInversionOverlay()
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{
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
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22
src/stubs.c
22
src/stubs.c
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}
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/* progress_bar.cpp */
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void Start_Progress_Bar()
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{
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fprintf(stderr, "Start_Progress_Bar()\n");
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}
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void Set_Progress_Bar_Position(int pos)
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{
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fprintf(stderr, "Set_Progress_Bar_Position(%d)\n", pos);
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}
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/* smacker.c */
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int FmvColourRed;
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int FmvColourGreen;
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fprintf(stderr, "InitForceField()\n");
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}
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void DrawNoiseOverlay(int t)
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{
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fprintf(stderr, "DrawNoiseOverlay(%d)\n", t);
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}
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void DrawScanlinesOverlay(float level)
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{
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fprintf(stderr, "DrawScanlinesOverlay(%f)\n", level);
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long BackBufferPitch;
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int VideoModeColourDepth;
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void FlipBuffers()
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{
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fprintf(stderr, "FlipBuffers()\n");
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}
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int ChangePalette (unsigned char* NewPalette)
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{
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fprintf(stderr, "ChangePalette(%p)\n", NewPalette);
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