* (windows) Version # is now shown in title bar
* (bugfix) Fixed some issues with how default offsets are calculated, it fixed some problems where sprites would be in the wrong place in certain DMODs - Added info to programmer_readme.txt about how to set the Windows version to build git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1476 353e56fe-9613-0410-8469-b96ad8e6f29c
This commit is contained in:
parent
e3ad75909f
commit
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5 changed files with 217 additions and 41 deletions
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@ -6,9 +6,14 @@ Dink Smallwood HD
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* Move the RTDink directory checkout to a sub directory of your proton dir. (it works exactly like a proton example - you can still svn update/commit like normal, svn allows you to move around dirs like that)
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* Sign up at fmod.com and download FMod Studio for Windows. Unzip to <proton dir>\shared\win\fmodstudio, so you should have a proton\shared\win\fmodstudio\api dir, etc.
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* Install Visual Studio 2017 (Community version works fine and is free) and open RTDink\windows_vs2017\iPhoneRTDink.sln
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* By default, Proton SDK's main.cpp is setup to compile for iPhone most likely. Assuming you'd rather not have an iPhone build, search the project for "//WORK: Change device emulation here" and right under that,
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change it from string desiredVideoMode = "iPhone Landscape"; or whatever it was to "string desiredVideoMode = "Windows"; instead. (this is where you can emulate many devices and sizes)
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* Set the profile to "Release GL" and "Win32". (or "Debug GL" is ok too) Compile. If it worked, you should have a dink.exe created in DinkHD/bin.
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* Install DinkHD from rtsoft.com. (media is not svn, so this is a way to get it..) Overwrite its dink.exe with your new one. It should run!
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Use the "Debug GL" or "Release GL" solution configuations.
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--- Have a bugfix or patch?! Please send it over to Seth! Please note that any submission (code, media, translations, ect) must be 100% compatible with the license as listed in dinkhd_license.txt
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@ -5,6 +5,8 @@ Requires OpenGL, if you have any problems running this, try installing the lates
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To change screen size, drag the window borders around. (Hold shift while dragging to toggle aspect-ratio lock)
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To toggle a psuedo full screen mode, click Full Screen Toggle in the options. (Or hit Alt-Enter)
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NOTE: Quick saves might give a "Can't load old version" error if the data format has changed. However, normal Dink saves (using save machines, etc) will always work.
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------------- BETA VERSION -----------------
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This is a beta version which means it probably has bugs and isn't ready for general consumption. However, it means you've been recruited to help us make it better!
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@ -53,4 +55,6 @@ www.rtsoft.com
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* (Windows) Input URL input area gets focus by default when installing a DMOD by URL
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* (bugfix) Can no longer tap F8 during a game load to load a save state too early which can freeze the game
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* (bugfix) Fixed issue where 32 bit tilebitmaps would go wonky when reloading the surface
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* Default color under status bar is now black, fixes issue when transparent colors are used in the stats area, random garbage would show through
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* Default color under status bar is now black, fixes issue when transparent colors are used in the stats area, random garbage would show through
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* (windows) Version # is now shown in title bar
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* (bugfix) Fixed some issues with how default offsets are calculated, it fixed some problems where sprites would be in the wrong place in certain DMODs
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@ -144,7 +144,24 @@ App * GetApp()
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return g_pApp;
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}
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const char * GetAppName() {return "Dink Smallwood HD";};
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const char * GetAppName()
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{
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#ifdef WINAPI
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if (GetApp())
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{
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static char name[64];
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sprintf(name, "Dink Smallwood HD %s", GetApp()->GetVersionString().c_str());
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return name;
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}
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#endif
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return "Dink Smallwood HD";
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};
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App::App()
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@ -706,10 +723,10 @@ void App::OnScreenSizeChange()
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}
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#ifdef WINAPI
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GetApp()->GetVar("fullscreen")->Set(uint32(g_bIsFullScreen));
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GetApp()->GetVar("videox")->Set(uint32(GetPrimaryGLX()));
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GetApp()->GetVar("videoy")->Set(uint32(GetPrimaryGLY()));
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#endif
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GetApp()->GetVar("fullscreen")->Set(uint32(g_bIsFullScreen));
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GetApp()->GetVar("videox")->Set(uint32(GetPrimaryGLX()));
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GetApp()->GetVar("videoy")->Set(uint32(GetPrimaryGLY()));
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#endif
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}
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@ -51,7 +51,7 @@ Entity * CreateQuickTipFirstTimeOnly(Entity *pParentEnt, string tipFileName, boo
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#ifdef _DEBUG
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//cheat to always show quicktips
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GetApp()->GetShared()->DeleteVarsStartingWith("tip_"); //for testing
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//GetApp()->GetShared()->DeleteVarsStartingWith("tip_"); //for testing
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#endif
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if (GetApp()->GetShared()->GetVarIfExists(key))
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@ -16,7 +16,7 @@ bool pre_figure_out(const char *line, int load_seq, bool bLoadSpriteOnly);
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#define C_DINK_SCREEN_TRANSITION_TIME_MS 400
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const float SAVE_FORMAT_VERSION = 1.8f;
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const float SAVE_FORMAT_VERSION = 1.9f;
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const int C_DINK_FADE_TIME_MS = 300;
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const float G_TRANSITION_SCALE_TRICK = 1.01f;
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@ -1576,45 +1576,93 @@ if (fName == "ds-cr-01.bmp")
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{
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#ifdef _DEBUG
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if (seq == 180 && oo == 3)
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if (seq == 9)
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{
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//LogMsg("Woah nelly");
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}
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if (seq == 453)
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{
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// LogMsg("Found seq %d", 453);
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}
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#endif
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//set the default offset stuff
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if ( (oo > 1) && g_dglos.g_seq[seq].m_bIsAnim) //yes, it should be a &, but it breaks old dmods
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//if ((oo > 1) & g_dglos.g_seq[seq].m_bIsAnim) //yes, it should be a &&, but it breaks old dmods
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if ( (oo > 1) & (g_dglos.g_seq[seq].m_bIsAnim)) //COMPATIBILITY WARNING: I fixed this, but do old mods depend on it being wrong?
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{
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// g_dglos.g_picInfo[picIndex].yoffset = g_dglos.g_picInfo[g_dglos.g_seq[seq].s+1].yoffset;
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// g_dglos.g_picInfo[picIndex].xoffset = g_dglos.g_picInfo[g_dglos.g_seq[seq].s+1].xoffset;
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g_dglos.g_picInfo[picIndex].yoffset = yoffset;
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g_dglos.g_picInfo[picIndex].xoffset = xoffset;
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//g_dglos.g_picInfo[picIndex].yoffset = g_dglos.g_seq[seq].m_yoffset;
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//g_dglos.g_picInfo[picIndex].xoffset = g_dglos.g_seq[seq].m_xoffset;
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} else
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{
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if (yoffset > 0)
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g_dglos.g_picInfo[picIndex].yoffset = yoffset; else
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{
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g_dglos.g_picInfo[picIndex].yoffset = (g_dglos.g_picInfo[picIndex].box.bottom -
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g_dglos.g_picInfo[picIndex].yoffset = (g_dglos.g_picInfo[picIndex].box.bottom -
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(g_dglos.g_picInfo[picIndex].box.bottom / 4)) - (g_dglos.g_picInfo[picIndex].box.bottom / 30);
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}
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if (xoffset > 0)
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g_dglos.g_picInfo[picIndex].xoffset = xoffset; else
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{
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g_dglos.g_picInfo[picIndex].xoffset = (g_dglos.g_picInfo[picIndex].box.right -
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g_dglos.g_picInfo[picIndex].xoffset = (g_dglos.g_picInfo[picIndex].box.right -
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(g_dglos.g_picInfo[picIndex].box.right / 2)) + (g_dglos.g_picInfo[picIndex].box.right / 6);
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}
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if (oo == 1 && g_dglos.g_seq[seq].m_bIsAnim)
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g_dglos.g_seq[seq].m_xoffset = g_dglos.g_picInfo[picIndex].xoffset;
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g_dglos.g_seq[seq].m_yoffset = g_dglos.g_picInfo[picIndex].yoffset;
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//make to the first frame of the anim?
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//g_dglos.g_picInfo[picIndex].yoffset = g_dglos.g_picInfo[g_dglos.g_seq[seq].s+1].yoffset;
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//g_dglos.g_picInfo[picIndex].xoffset = g_dglos.g_picInfo[g_dglos.g_seq[seq].s+1].xoffset;
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//i'm not too sure about this...
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//save it to this seq's settings
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//g_dglos.g_seq[seq].m_xoffset = g_dglos.g_picInfo[picIndex].xoffset;
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//g_dglos.g_seq[seq].m_yoffset = g_dglos.g_picInfo[picIndex].yoffset;
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// g_dglos.g_picInfo[picIndex].yoffset = yoffset;
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// g_dglos.g_picInfo[picIndex].xoffset = xoffset;
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} else
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{
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/*
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if (!g_dglos.g_seq[seq].m_bIsAnim)
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{
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//save it to this seq's settings
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g_dglos.g_picInfo[picIndex].yoffset = yoffset;
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g_dglos.g_picInfo[picIndex].xoffset = xoffset;
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g_dglos.g_seq[seq].m_xoffset = g_dglos.g_picInfo[picIndex].xoffset;
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g_dglos.g_seq[seq].m_yoffset = g_dglos.g_picInfo[picIndex].yoffset;
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}
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else
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*/
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{
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if (yoffset > 0)
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g_dglos.g_picInfo[picIndex].yoffset = yoffset; else
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{
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g_dglos.g_picInfo[picIndex].yoffset = (g_dglos.g_picInfo[picIndex].box.bottom -
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(g_dglos.g_picInfo[picIndex].box.bottom / 4)) - (g_dglos.g_picInfo[picIndex].box.bottom / 30);
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}
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if (xoffset > 0)
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g_dglos.g_picInfo[picIndex].xoffset = xoffset; else
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{
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g_dglos.g_picInfo[picIndex].xoffset = (g_dglos.g_picInfo[picIndex].box.right -
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(g_dglos.g_picInfo[picIndex].box.right / 2)) + (g_dglos.g_picInfo[picIndex].box.right / 6);
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}
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}
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}
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}
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if (!g_dglos.g_picInfo[picIndex].m_bCustomSettingsApplied)
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@ -1678,11 +1726,15 @@ bool load_sprites(char org[512], int seq, int speed, int xoffset, int yoffset, r
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#ifdef _DEBUG
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if (seq == 424)
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if (seq == 35)
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{
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LogMsg("Loading status bar");
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//LogMsg("Loading seq %d", seq);
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}
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#endif
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char hold[5];
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ToLowerCase(org);
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{
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if (oo < 10) strcpy(hold, "0"); else strcpy(hold,"");
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#ifdef _DEBUG
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if (seq == 35 && oo == 22)
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{
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// LogMsg("Loading seq %d frame %d", seq, oo);
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}
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#endif
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if (reader.DoesFileExist(fNameBase+string(hold)+toString(oo)+".bmp"))
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{
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g_dglos.g_curPicIndex++;
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@ -1785,6 +1843,16 @@ bool load_sprites(char org[512], int seq, int speed, int xoffset, int yoffset, r
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for (int oo = 1; oo <= C_MAX_SPRITE_FRAMES; oo++)
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{
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//LogMsg("Loading seq %d, oo is %d", seq, oo);
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#ifdef _DEBUG
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if (seq == 35 && oo == 22)
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{
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LogMsg("Gotcha");
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}
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#endif
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if (LoadSpriteSingleFrame(fNameBase, seq, oo, g_dglos.g_curPicIndex, transType, &reader, hardbox, xoffset, yoffset, false))
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{
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g_dglos.g_curPicIndex++;
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@ -1843,7 +1911,7 @@ void ReadFromLoadSequenceString(char ev[15][100] )
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#ifdef _DEBUG
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if (seqID == 452)
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if (seqID == 35)
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{
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LogMsg("Found seq %d", seqID);
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}
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@ -1928,6 +1996,58 @@ void ReadFromLoadSequenceString(char ev[15][100] )
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g_dglos.g_seq[seqID].m_hardbox.right = atol(ev[9]);
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g_dglos.g_seq[seqID].m_hardbox.bottom = atol(ev[10]);
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/*
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if (g_dglos.g_seq[seqID].m_bIsAnim)
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{
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//let's set some default offsets and hardboxes for this
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if (ev[5][0] == 0)
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{
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//guess on the offset. This should match the guess elsewhere but I'm too lazy to put it in a function
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g_dglos.g_seq[seqID].m_xoffset = (g_dglos.g_picInfo[picIndex].box.bottom -
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(g_dglos.g_picInfo[picIndex].box.bottom / 4)) - (g_dglos.g_picInfo[picIndex].box.bottom / 30);
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}
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if (ev[6][0] == 0)
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{
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//guess on the offset. This should match the guess elsewhere but I'm too lazy to put it in a function
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g_dglos.g_seq[seqID].m_yoffset = g_dglos.g_picInfo[picIndex].xoffset = (g_dglos.g_picInfo[picIndex].box.right -
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(g_dglos.g_picInfo[picIndex].box.right / 2)) + (g_dglos.g_picInfo[picIndex].box.right / 6);
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}
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//ok, setup main offsets, lets build the hard block
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/*
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if (hardbox.right > 0)
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{
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//forced setting
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g_dglos.g_picInfo[picIndex].hardbox.left = hardbox.left;
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g_dglos.g_picInfo[picIndex].hardbox.right = hardbox.right;
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}
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else
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{
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//guess setting
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work = g_dglos.g_picInfo[picIndex].box.right / 4;
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g_dglos.g_picInfo[picIndex].hardbox.left -= work;
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g_dglos.g_picInfo[picIndex].hardbox.right += work;
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}
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if (hardbox.bottom > 0)
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{
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g_dglos.g_picInfo[picIndex].hardbox.top = hardbox.top;
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g_dglos.g_picInfo[picIndex].hardbox.bottom = hardbox.bottom;
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}
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else
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{
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work = g_dglos.g_picInfo[picIndex].box.bottom / 10;
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g_dglos.g_picInfo[picIndex].hardbox.top -= work;
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g_dglos.g_picInfo[picIndex].hardbox.bottom += work;
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}
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*/
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#ifdef _DEBUG
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//LogMsg("Hardbox: %s", PrintRect(hardbox).c_str());
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#endif
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@ -1977,12 +2097,20 @@ bool figure_out(const char *line, int load_seq)
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int seqID = atol(ev[3]);
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#ifdef _DEBUG
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if (seqID == 453)
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{
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// LogMsg("Loading sand stuff");
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}
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#endif
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if (!g_dglos.g_seq[seqID].active)
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{
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ReadFromLoadSequenceString(ev);
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//first time, actually init it
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bReturn = load_sprites(g_dglos.g_seq[seqID].m_fileName,seqID,g_dglos.g_seq[seqID].m_speed,g_dglos.g_seq[seqID].m_xoffset,g_dglos.g_seq[seqID].m_yoffset, g_dglos.g_seq[seqID].m_hardbox
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, g_dglos.g_seq[seqID].m_transType, g_dglos.g_seq[seqID].m_bLeftAlign, true);
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@ -2036,6 +2164,14 @@ bool pre_figure_out(const char *line, int load_seq, bool bLoadSpriteOnly)
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{
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int seqID = atol(ev[3]);
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#ifdef _DEBUG
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if (seqID == 453)
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{
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// LogMsg("Loading sand stuff prefigure out");
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}
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#endif
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ReadFromLoadSequenceString(ev);
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bReturn = load_sprites(g_dglos.g_seq[seqID].m_fileName,seqID,g_dglos.g_seq[seqID].m_speed,g_dglos.g_seq[seqID].m_xoffset,g_dglos.g_seq[seqID].m_yoffset, g_dglos.g_seq[seqID].m_hardbox
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@ -2069,6 +2205,7 @@ bool pre_figure_out(const char *line, int load_seq, bool bLoadSpriteOnly)
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g_dglos.g_picInfo[g_dglos.g_seq[myseq].frame[myframe]].m_bCustomSettingsApplied = true;
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/*
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if (myframe == 1 && g_dglos.g_seq[myseq].m_bIsAnim)
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{
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//set these to be the default for the whole anim.. (replacing that idata crap from the old source)
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@ -2079,6 +2216,7 @@ bool pre_figure_out(const char *line, int load_seq, bool bLoadSpriteOnly)
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g_dglos.g_seq[myseq].m_yoffset = g_dglos.g_picInfo[g_dglos.g_seq[myseq].frame[myframe]].yoffset;
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//g_dglos.g_seq[myseq].m_hardbox = g_dglos.g_picInfo[g_dglos.g_seq[myseq].frame[myframe]].hardbox;
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}
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*/
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}
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@ -2642,7 +2780,7 @@ int add_sprite_dumb(int x1, int y, int brain,int pseq, int pframe,int size )
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{
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#ifdef _DEBUG
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if (pseq == 180)
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{
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LogMsg("wtf!");
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@ -2694,6 +2832,7 @@ int add_sprite_dumb(int x1, int y, int brain,int pseq, int pframe,int size )
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g_sprite[x].strength = 0;
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g_sprite[x].damage = 0;
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g_sprite[x].defense = 0;
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if ( g_customSpriteMap[x] == NULL )
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{
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@ -4850,14 +4989,19 @@ void draw_sprite_game(LPDIRECTDRAWSURFACE lpdest,int h)
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}
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#endif
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#ifdef _DEBUG
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||||
if (g_sprite[h].pseq == 66 && g_sprite[h].pframe == 1)
|
||||
{
|
||||
|
||||
//LogMsg("Drawing it");
|
||||
|
||||
#ifdef _DEBUG
|
||||
if (g_sprite[h].pseq == 35 && g_sprite[h].pframe == 22)
|
||||
{
|
||||
//LogMsg("Drawing the rock");
|
||||
}
|
||||
|
||||
if (g_sprite[h].pseq == 453)
|
||||
{
|
||||
// LogMsg("Drawing a title");
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
if (get_box(h, &dstRect, &srcRect))
|
||||
{
|
||||
|
@ -4933,6 +5077,9 @@ void draw_sprite_game(LPDIRECTDRAWSURFACE lpdest,int h)
|
|||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
ddrval = lpdest->Blt(&dstRect, g_pSpriteSurface[getpic(h)],
|
||||
&srcRect , DDBLT_KEYSRC ,&ddbltfx );
|
||||
|
||||
|
@ -5353,13 +5500,7 @@ void place_sprites_game(bool bBackgroundOnly )
|
|||
//Msg("Ok, rank[%d] is %d.",oo,rank[oo]);
|
||||
j = rank[oo];
|
||||
|
||||
#ifdef _DEBUG
|
||||
if (g_dglos.g_smallMap.sprite[j].seq == 66 && g_dglos.g_smallMap.sprite[j].frame == 1)
|
||||
{
|
||||
|
||||
//LogMsg("Drawing it");
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
if (g_dglos.g_smallMap.sprite[j].active == true) if ( ( g_dglos.g_smallMap.sprite[j].vision == 0) || (g_dglos.g_smallMap.sprite[j].vision == *pvision))
|
||||
|
@ -5429,7 +5570,6 @@ void place_sprites_game(bool bBackgroundOnly )
|
|||
g_sprite[sprite].hard = g_dglos.g_smallMap.sprite[j].hard;
|
||||
g_sprite[sprite].timer = g_dglos.g_smallMap.sprite[j].timer;
|
||||
g_sprite[sprite].que = g_dglos.g_smallMap.sprite[j].que;
|
||||
g_sprite[sprite].sp_index = j;
|
||||
g_sprite[sprite].alt = g_dglos.g_smallMap.sprite[j].alt;
|
||||
g_sprite[sprite].base_die = g_dglos.g_smallMap.sprite[j].base_die;
|
||||
g_sprite[sprite].strength = g_dglos.g_smallMap.sprite[j].strength;
|
||||
|
@ -5441,6 +5581,15 @@ void place_sprites_game(bool bBackgroundOnly )
|
|||
g_sprite[sprite].hitpoints = g_dglos.g_smallMap.sprite[j].hitpoints;
|
||||
g_sprite[sprite].sound = g_dglos.g_smallMap.sprite[j].sound;
|
||||
check_sprite_status_full(sprite);
|
||||
|
||||
#ifdef _DEBUG
|
||||
if (g_dglos.g_smallMap.sprite[j].seq == 35 && g_dglos.g_smallMap.sprite[j].frame == 22)
|
||||
{
|
||||
|
||||
LogMsg("Drawing it");
|
||||
}
|
||||
#endif
|
||||
|
||||
if (g_dglos.g_smallMap.sprite[j].prop == 0) if (g_sprite[sprite].sound != 0)
|
||||
{
|
||||
//make looping sound
|
||||
|
@ -15664,10 +15813,11 @@ LastWindowsTimer = GetTickCount();
|
|||
//Blit from Two, which holds the base scene.
|
||||
|
||||
// lpDDSBack->BltFast( 0, 0, lpDDSBackGround, &rcRect, DDBLTFAST_NOCOLORKEY);
|
||||
|
||||
rtRect32 rcRectGameArea(g_dglo.m_gameArea.left, g_dglo.m_gameArea.top, g_dglo.m_gameArea.right, g_dglo.m_gameArea.bottom);
|
||||
lpDDSBack->BltFast(g_dglo.m_gameArea.left, g_dglo.m_gameArea.top, lpDDSBackGround,
|
||||
&rcRectGameArea, DDBLTFAST_NOCOLORKEY);
|
||||
{
|
||||
rtRect32 rcRectGameArea(g_dglo.m_gameArea.left, g_dglo.m_gameArea.top, g_dglo.m_gameArea.right, g_dglo.m_gameArea.bottom);
|
||||
lpDDSBack->BltFast(g_dglo.m_gameArea.left, g_dglo.m_gameArea.top, lpDDSBackGround,
|
||||
&rcRectGameArea, DDBLTFAST_NOCOLORKEY);
|
||||
}
|
||||
|
||||
|
||||
g_dglo.m_bgSpriteMan.Render(lpDDSBack); //blit sprites that have been shoved into the bg, too slow to actually add them, so we fake it until the screen is rebuilt
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue