Implemented the Progress Bar during Loading.
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9a32158ae8
commit
bdb3cff6fd
4 changed files with 86 additions and 24 deletions
2
TODO
2
TODO
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@ -3,7 +3,7 @@
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[DONE] [11/10/01] Save/Load Game support.
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[DONE] [11/25/01] CD Audio.
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[DONE] [12/05/01] Menus.
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* Progress bar.
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[DONE] [12/05/01] Progress bar.
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* Make vidmodes work.
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* Debug "pure virtual method called"
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* Proper file loading/saving (ignore case, search certain directories) and
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@ -28,6 +28,8 @@ extern int FadingGameInAfterLoading;
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extern void RenderBriefingText(int centreY, int brightness);
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extern void InGameFlipBuffers();
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extern void BltImage(RECT *dest, DDSurface *image, RECT *src);
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};
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static int CurrentPosition=0;
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@ -47,13 +49,10 @@ RECT LoadingBarEmpty_SrcRect;
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RECT LoadingBarFull_DestRect;
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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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@ -153,7 +152,6 @@ void Start_Progress_Bar()
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0
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);
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}
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#endif
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//draw initial progress bar
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@ -170,9 +168,8 @@ 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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#endif
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if (LoadingBarEmpty) BltImage(&LoadingBarEmpty_DestRect,LoadingBarEmpty,&LoadingBarEmpty_SrcRect);
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FlushD3DZBuffer();
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ThisFramesRenderingHasBegun();
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@ -185,7 +182,6 @@ void Start_Progress_Bar()
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InGameFlipBuffers();
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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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@ -194,7 +190,7 @@ 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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@ -217,9 +213,8 @@ 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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if (LoadingBarFull) BltImage(&LoadingBarFull_DestRect,LoadingBarFull,&LoadingBarFull_SrcRect);
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/* FlipBuffers(); */
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InGameFlipBuffers();
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@ -268,8 +263,6 @@ void Game_Has_Loaded(void)
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CheckForWindowsMessages();
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ReadUserInput();
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// InGameFlipBuffers();
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ColourFillBackBufferQuad
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(
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0,
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@ -292,9 +285,8 @@ void Game_Has_Loaded(void)
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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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if (LoadingBarFull) BltImage(&LoadingBarFull_DestRect,LoadingBarFull,&LoadingBarFull_SrcRect);
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f-=NormalFrameTime;
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if (f<0) f=0;
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}
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@ -333,13 +325,10 @@ 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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};
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77
src/opengl.c
77
src/opengl.c
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@ -2388,16 +2388,55 @@ void ColourFillBackBuffer(int FillColour)
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void ColourFillBackBufferQuad(int FillColour, int LeftX, int TopY, int RightX, int BotY)
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void ColourFillBackBufferQuad(int FillColour, int x0, int y0, int x1, int y1)
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{
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GLfloat x[4], y[4];
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int r, g, b, a;
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if (y1 <= y0)
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return;
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_OFF);
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CheckBoundTextureIsCorrect(NULL);
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b = ((FillColour >> 0) & 0xFF);
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g = ((FillColour >> 8) & 0xFF);
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r = ((FillColour >> 16) & 0xFF);
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a = ((FillColour >> 24) & 0xFF);
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glColor4ub(r, g, b, a);
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x[0] = x0;
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x[0] = (x[0] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y[0] = y0;
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y[0] = -(y[0] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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D3D_Rectangle(LeftX, TopY, RightX, BotY, r, g, b, a);
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x[1] = x1 - 1;
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x[1] = (x[1] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y[1] = y0;
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y[1] = -(y[1] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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x[2] = x1 - 1;
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x[2] = (x[2] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y[2] = y1 - 1;
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y[2] = -(y[2] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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x[3] = x0;
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x[3] = (x[3] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y[3] = y1 - 1;
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y[3] = -(y[3] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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SelectPolygonBeginType(3); /* triangles */
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glVertex3f(x[0], y[0], -1.0f);
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glVertex3f(x[1], y[1], -1.0f);
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glVertex3f(x[3], y[3], -1.0f);
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glVertex3f(x[1], y[1], -1.0f);
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glVertex3f(x[2], y[2], -1.0f);
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glVertex3f(x[3], y[3], -1.0f);
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glEnd();
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}
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void D3D_DrawBackdrop()
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@ -2457,6 +2496,40 @@ void D3D_DrawBackdrop()
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}
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}
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void BltImage(RECT *dest, DDSurface *image, RECT *src)
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{
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int width1, width;
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int height1, height;
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width = dest->right - dest->left + 1;
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width1 = src->right - src->left + 1;
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height = dest->bottom - dest->top + 1;
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height1 = src->bottom - src->top + 1;
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glPushAttrib(GL_COLOR_BUFFER_BIT | GL_PIXEL_MODE_BIT);
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glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
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glDisable(GL_BLEND);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, image->w);
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glPixelZoom((double)width/(double)width1, (double)height/(double)height1);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0, ScreenDescriptorBlock.SDB_Width, 0.0, ScreenDescriptorBlock.SDB_Height, -1.0, 1.0);
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glRasterPos2i(dest->left, ScreenDescriptorBlock.SDB_Height-dest->bottom);
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glDrawPixels(width1, height1, GL_RGBA, GL_UNSIGNED_BYTE, image->buf);
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glPopMatrix();
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glPopClientAttrib();
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glPopAttrib();;
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}
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/* ** */
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/* Hacked in special effects */
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@ -6,6 +6,7 @@ typedef struct AwBackupTexture * AW_BACKUPTEXTUREHANDLE;
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typedef struct DIRECTDRAWSURFACE
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{
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unsigned char *buf;
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int id;
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int w;
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@ -20,7 +21,6 @@ typedef DIRECTDRAWSURFACE DDSurface;
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typedef struct DIRECT3DTEXTURE
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{
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unsigned char *buf;
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int id;
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int w;
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