Added a README.
Added the HUD font drawing code. now stubs2.cpp is no longer needed.
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parent
3ea03344ec
commit
681b48343d
13 changed files with 703 additions and 248 deletions
24
src/stubs.c
24
src/stubs.c
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@ -41,12 +41,6 @@ void Draw_Item_2dTexturePolygon(int *itemptr)
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}
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/* indexfnt.cpp */
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void INDEXFNT_PFLoadHook(FontIndex I_Font_New, PFFONT *pffont_New)
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{
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fprintf(stderr, "INDEXFNT_PFLoadHook(%d, %p)\n", I_Font_New, pffont_New);
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}
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/* avp_mp_config.cpp */
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char* GetCustomMultiplayerLevelName(int index, int gameType)
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@ -136,7 +130,7 @@ void ATRemoveTexture(void * pTexture)
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/* avp_menugfx.cpp */
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char AAFontWidths[256];
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/* char AAFontWidths[256]; */
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AVPMENUGFX AvPMenuGfxStorage[MAX_NO_OF_AVPMENUGFXS]; /* TODO: this is initialized in avp_menugfx.cpp */
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void FadedScreen(int alpha)
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@ -277,16 +271,6 @@ void InitForceField()
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fprintf(stderr, "InitForceField()\n");
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}
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void RenderString(char *stringPtr, int x, int y, int colour)
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{
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fprintf(stderr, "RenderString(%s, %d, %d, %d)\n", stringPtr, x, y, colour);
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}
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void RenderStringCentred(char *stringPtr, int centreX, int y, int colour)
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{
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fprintf(stderr, "RenderStringCentred(%s, %d, %d, %d)\n", stringPtr, centreX, y, colour);
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}
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void PostLandscapeRendering()
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{
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fprintf(stderr, "PostLandscapeRendering()\n");
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@ -375,10 +359,6 @@ void D3D_BackdropPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVer
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fprintf(stderr, "D3D_BackdropPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
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}
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void D3D_RenderHUDString_Centred(char *stringPtr, int centreX, int y, int colour)
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{
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fprintf(stderr, "D3D_RenderHUDString_Centred(%s, %d, %d, %d)\n", stringPtr, centreX, y, colour);
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}
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/* dd_func.cpp */
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long BackBufferPitch;
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@ -737,3 +717,5 @@ void AddNetMsg_SpotOtherSound(enum soundindex SoundIndex,VECTORCH *position,int
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fprintf(stderr, "AddNetMsg_SpotOtherSound(%d, %p, %d)\n", SoundIndex, position, explosion);
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}
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#include "aafont.h"
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