Added code for Alien's special vision mode.
Marine HUD numbers are now drawn. Disabled the "Press Any Key" in the progress bar code for now.
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5 changed files with 130 additions and 21 deletions
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@ -29,6 +29,8 @@ extern "C" {
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#include "language.h"
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extern void D3D_RenderHUDString_Centred(char *stringPtr, int centreX, int y, int colour);
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extern void D3D_RenderHUDNumber_Centred(unsigned int number,int x,int y,int colour);
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extern "C++"
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{
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@ -36,9 +38,6 @@ extern "C++"
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#include "pcmenus.h"
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//#include "projload.hpp" // c++ header which ignores class definitions/member functions if __cplusplus is not defined ?
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#include "chnkload.hpp" // c++ header which ignores class definitions/member functions if __cplusplus is not defined ?
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extern void D3D_RenderHUDString_Centred(char *stringPtr, int centreX, int y, int colour);
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extern void D3D_RenderHUDNumber_Centred(unsigned int number,int x,int y,int colour);
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};
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#include "d3d_hud.h"
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@ -324,8 +324,11 @@ void Game_Has_Loaded(void)
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}
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}
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#if 0 /* TODO: disabled for port */
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while(!DebouncedGotAnyKey);
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#endif
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while (0);
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FadingGameInAfterLoading=ONE_FIXED;
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#if 0 /* TODO: disabled for port */
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119
src/opengl.c
119
src/opengl.c
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@ -18,6 +18,7 @@
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#include "kshape.h"
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#include "prototyp.h"
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#include "d3d_hud.h"
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#include "hud_layout.h"
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#include "avp_userprofile.h"
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#include "aw.h"
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@ -26,8 +27,13 @@ extern IMAGEHEADER ImageHeaderArray[];
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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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extern int HUDFontsImageNumber;
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extern int HUDScaleFactor;
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extern int CloakingPhase;
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static D3DTexture *CurrTextureHandle;
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@ -667,6 +673,68 @@ void DrawNoiseOverlay(int tr)
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glDepthFunc(GL_LEQUAL);
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}
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void D3D_ScreenInversionOverlay()
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{
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D3DTexture *tex;
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int theta[2];
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int i;
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theta[0] = (CloakingPhase/8)&4095;
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theta[1] = (800-CloakingPhase/8)&4095;
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tex = ImageHeaderArray[SpecialFXImageNumber].D3DTexture;
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
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// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_ON);
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CheckBoundTextureIsCorrect(tex->id);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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for (i = 0; i < 2; i++) {
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GLfloat x[4], y[4], s[4], t[4];
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float sin = (GetSin(theta[i]))/65536.0f/16.0f;
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float cos = (GetCos(theta[i]))/65536.0f/16.0f;
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x[0] = -1.0f;
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y[0] = -1.0f;
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s[0] = 0.375f + (cos*(-1) - sin*(-1));
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t[0] = 0.375f + (sin*(-1) + cos*(-1));
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x[1] = 1.0f;
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y[1] = -1.0f;
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s[1] = 0.375f + (cos*(+1) - sin*(-1));
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t[1] = 0.375f + (sin*(+1) + cos*(-1));
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x[2] = 1.0f;
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y[2] = 1.0f;
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s[2] = 0.375f + (cos*(+1) - sin*(+1));
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t[2] = 0.375f + (sin*(+1) + cos*(+1));
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x[3] = -1.0f;
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y[3] = 1.0f;
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s[3] = 0.375f + (cos*(-1) - sin*(+1));
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t[3] = 0.375f + (sin*(-1) + cos*(+1));
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SelectPolygonBeginType(3); /* triangles */
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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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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_COLOUR);
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}
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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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@ -756,3 +824,54 @@ void D3D_HUDQuad_Output(int imageNumber, struct VertexTag *quadVerticesPtr, unsi
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glEnd();
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}
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void D3D_RenderHUDNumber_Centred(unsigned int number,int x,int y,int colour)
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{
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struct VertexTag quadVertices[4];
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int noOfDigits=3;
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int h = MUL_FIXED(HUDScaleFactor,HUD_DIGITAL_NUMBERS_HEIGHT);
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int w = MUL_FIXED(HUDScaleFactor,HUD_DIGITAL_NUMBERS_WIDTH);
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quadVertices[0].Y = y;
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quadVertices[1].Y = y;
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quadVertices[2].Y = y + h;
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quadVertices[3].Y = y + h;
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x += (3*w)/2;
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// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_OFF);
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do {
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int topLeftU, topLeftV;
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int digit = number%10;
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number/=10;
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if (digit<8) {
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topLeftU = 1+(digit)*16;
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topLeftV = 1;
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} else {
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topLeftU = 1+(digit-8)*16;
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topLeftV = 1+24;
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}
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if (AvP.PlayerType == I_Marine) topLeftV+=80;
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quadVertices[0].U = topLeftU;
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quadVertices[0].V = topLeftV;
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quadVertices[1].U = topLeftU + HUD_DIGITAL_NUMBERS_WIDTH;
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quadVertices[1].V = topLeftV;
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quadVertices[2].U = topLeftU + HUD_DIGITAL_NUMBERS_WIDTH;
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quadVertices[2].V = topLeftV + HUD_DIGITAL_NUMBERS_HEIGHT;
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quadVertices[3].U = topLeftU;
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quadVertices[3].V = topLeftV + HUD_DIGITAL_NUMBERS_HEIGHT;
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x -= 1+w;
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quadVertices[0].X = x;
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quadVertices[3].X = x;
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quadVertices[1].X = x + w;
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quadVertices[2].X = x + w;
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D3D_HUDQuad_Output(HUDFontsImageNumber, quadVertices, colour);
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} while (--noOfDigits);
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}
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11
src/stubs.c
11
src/stubs.c
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@ -495,11 +495,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVertices
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fprintf(stderr, "D3D_SkyPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
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}
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void D3D_ScreenInversionOverlay()
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{
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fprintf(stderr, "D3D_ScreenInversionOverlay()\n");
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}
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void D3D_PlayerOnFireOverlay()
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{
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fprintf(stderr, "D3D_PlayerOnFireOverlay()\n");
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@ -540,7 +535,11 @@ 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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int VideoModeColourDepth;
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@ -15,17 +15,6 @@ void r2rect::AlphaFill(unsigned char R, unsigned char G, unsigned char B, unsign
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fprintf(stderr, "r2rect::AlphaFill(%d, %d, %d, %d)\n", R, G, B, translucency);
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}
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void D3D_RenderHUDNumber_Centred(unsigned int number,int x,int y,int colour)
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{
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fprintf(stderr, "D3D_RenderHUDNumber_Centred(%d, %d, %d, %d)\n", number, x, y, colour);
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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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/* indexfnt.cpp */
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IndexedFont* IndexedFont :: pIndexedFont[ IndexedFonts_MAX_NUMBER_OF_FONTS ];
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