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https://github.com/OpenDriver2/REDRIVER2.git
synced 2024-11-22 10:22:48 +01:00
- fix overhead map
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8159286182
commit
143ed7bf3e
@ -10,7 +10,6 @@
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#include "debris.h"
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#include "debris.h"
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#include "map.h"
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#include "map.h"
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#include "convert.h"
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#include "convert.h"
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#include "draw.h"
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#include "pres.h"
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#include "pres.h"
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#include "cop_ai.h"
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#include "cop_ai.h"
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#include "camera.h"
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#include "camera.h"
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@ -26,25 +25,7 @@ OVERMAP overlaidmaps[4] =
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{ 159, 207, 416, 576, 252, 68, 2048 }
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{ 159, 207, 416, 576, 252, 68, 2048 }
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};
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};
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SXYPAIR MapSegmentPos[16] =
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SXYPAIR MapSegmentPos[16];
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{
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{ 0, 0 },
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{ 8, 0 },
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{ 16, 0 },
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{ 24, 0 },
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{ 0, 32 },
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{ 8, 32 },
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{ 16, 32 },
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{ 24, 32 },
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{ 0, 64 },
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{ 8, 64 },
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{ 16, 64 },
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{ 24, 64 },
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{ 0, 96 },
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{ 8, 96 },
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{ 16, 96 },
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{ 24, 96 }
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};
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XYPAIR NVertex[4] = {
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XYPAIR NVertex[4] = {
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{ -2, 3 },
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{ -2, 3 },
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@ -62,15 +43,10 @@ XYPAIR north[4] = {
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static short big_north[] =
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static short big_north[] =
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{
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{
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2048,
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2048, 2048, 2048, 2048
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2048,
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2048,
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2048
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};
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};
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VECTOR player_position = { 0, 0, 0, 0 };
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VECTOR player_position = { 0, 0, 0, 0 };
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MATRIX map_matrix;
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MATRIX map_matrix;
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char* MapBitMaps;
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char* MapBitMaps;
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@ -399,9 +375,10 @@ void ProcessOverlayLump(char *lump_ptr, int lump_size)
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MapRect.x = (MapTPage & 15) << 6;
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MapRect.x = (MapTPage & 15) << 6;
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MapRect.y = (MapTPage & 16) << 4;
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MapRect.y = (MapTPage & 16) << 4;
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// place map segments inside rectangle
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for (i = 0; i < 16; i++)
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for (i = 0; i < 16; i++)
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{
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{
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MapSegmentPos[i].x = ((i & 3) * 32 + info.coords.u0) / 4;
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MapSegmentPos[i].x = info.coords.u0 + (i & 3) * 32;
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MapSegmentPos[i].y = info.coords.v0 + (i / 4) * 32;
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MapSegmentPos[i].y = info.coords.v0 + (i / 4) * 32;
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}
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}
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@ -421,19 +398,17 @@ void ProcessOverlayLump(char *lump_ptr, int lump_size)
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// [D] [T]
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// [D] [T]
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void LoadMapTile(int tpage, int x, int y)
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void LoadMapTile(int tpage, int x, int y)
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{
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{
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int temp; // $a0
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int idx, temp, count;
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int count; // $a2
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int idx; // $a3
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RECT16 MapSegment;
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RECT16 MapSegment;
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MapSegment.w = 8;
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MapSegment.w = 8;
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MapSegment.h = 32;
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MapSegment.h = 32;
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MapSegment.x = MapRect.x + MapSegmentPos[tpage].x;
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MapSegment.x = MapRect.x + (MapSegmentPos[tpage].x >> 2);
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MapSegment.y = MapRect.y + MapSegmentPos[tpage].y;
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MapSegment.y = MapRect.y + MapSegmentPos[tpage].y;
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idx = x + y * tilehnum;
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idx = x + y * tilehnum;
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temp = x << 5;
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temp = x * 32;
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if (idx > -1 && idx < overlaidmaps[GameLevel].toptile &&
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if (idx > -1 && idx < overlaidmaps[GameLevel].toptile &&
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temp > -1 && (temp < overlaidmaps[GameLevel].width))
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temp > -1 && (temp < overlaidmaps[GameLevel].width))
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@ -1050,7 +1025,7 @@ void DrawMultiplayerMap(void)
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poly->y2 = yPos + 64;
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poly->y2 = yPos + 64;
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poly->y3 = yPos + 64;
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poly->y3 = yPos + 64;
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px = MapSegmentPos[0].x * 4;
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px = MapSegmentPos[0].x;
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py = MapSegmentPos[0].y;
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py = MapSegmentPos[0].y;
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poly->u0 = px;
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poly->u0 = px;
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@ -1098,12 +1073,9 @@ void DrawOverheadMap(void)
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VECTOR vec;
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VECTOR vec;
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long flag;
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long flag;
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int i, j;
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int i, j;
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int width;
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int tw, th;
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int height;
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int x_mod, y_mod;
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int x_mod;
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int MeshWidth, MeshHeight;
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int y_mod;
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int MeshWidth;
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int MeshHeight;
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int map_minX, map_maxX;
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int map_minX, map_maxX;
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int map_minY, map_maxY;
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int map_minY, map_maxY;
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@ -1359,16 +1331,17 @@ void DrawOverheadMap(void)
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{
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{
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for (j = 0; j < MeshWidth; j++)
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for (j = 0; j < MeshWidth; j++)
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{
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{
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int tile;
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int tile, px, py;
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tile = maptile[j][i];
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tile = maptile[j][i];
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width = MapTex[j].w - 1;
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tw = MapTex[j].w - 1;
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height = MapTex[i].h - 1;
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th = MapTex[i].h - 1;
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#ifndef PSX
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#ifndef PSX
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// make map fully detailed when filtering is not available
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// make map fully detailed when filtering is not available
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if (!g_bilinearFiltering)
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if (!g_bilinearFiltering)
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{
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{
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width += 1;
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tw += 1;
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height += 1;
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th += 1;
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}
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}
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#endif
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#endif
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@ -1397,17 +1370,20 @@ void DrawOverheadMap(void)
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spt->x3 = MapMeshO[j+1][i+1].vx;
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spt->x3 = MapMeshO[j+1][i+1].vx;
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spt->y3 = MapMeshO[j+1][i+1].vz;
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spt->y3 = MapMeshO[j+1][i+1].vz;
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spt->u0 = MIN(255, MapTex[j].u + MapSegmentPos[tile].x * 4);
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px = MapSegmentPos[tile].x;
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spt->v0 = MIN(255, MapTex[i].v + MapSegmentPos[tile].y);
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py = MapSegmentPos[tile].y;
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spt->u1 = MIN(255, MapTex[j].u + MapSegmentPos[tile].x * 4 + width);
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spt->u0 = MIN(255, MapTex[j].u + px);
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spt->v1 = MIN(255, MapTex[i].v + MapSegmentPos[tile].y);
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spt->v0 = MIN(255, MapTex[i].v + py);
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spt->u2 = MIN(255, MapTex[j].u + MapSegmentPos[tile].x * 4);
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spt->u1 = MIN(255, MapTex[j].u + px + tw);
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spt->v2 = MIN(255, MapTex[i].v + MapSegmentPos[tile].y + height);
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spt->v1 = MIN(255, MapTex[i].v + py);
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spt->u3 = MIN(255, MapTex[j].u + MapSegmentPos[tile].x * 4 + width);
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spt->u2 = MIN(255, MapTex[j].u + px);
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spt->v3 = MIN(255, MapTex[i].v + MapSegmentPos[tile].y + height);
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spt->v2 = MIN(255, MapTex[i].v + py + th);
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spt->u3 = MIN(255, MapTex[j].u + px + tw);
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spt->v3 = MIN(255, MapTex[i].v + py + th);
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addPrim(current->ot + 1, spt);
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addPrim(current->ot + 1, spt);
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@ -1499,6 +1475,7 @@ void DrawFullscreenMap(void)
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long flag;
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long flag;
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int width, height;
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int width, height;
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int ntiles, count;
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int ntiles, count;
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int tw, th;
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// toggle rotated map
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// toggle rotated map
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if (Pads[0].dirnew & 0x20)
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if (Pads[0].dirnew & 0x20)
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@ -1513,7 +1490,19 @@ void DrawFullscreenMap(void)
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SetFullscreenMapMatrix();
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SetFullscreenMapMatrix();
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#ifdef PSX
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tw = tile_size - 1;
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th = tile_size - 1;
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#ifndef PSX
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/* It will look funny when enabled
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// make map fully detailed when filtering is not available
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if (!g_bilinearFiltering)
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{
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tw += 1;
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th += 1;
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}
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*/
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#else
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polys = (TILE*)current->primptr;
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polys = (TILE*)current->primptr;
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setTile(polys);
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setTile(polys);
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@ -1715,20 +1704,20 @@ void DrawFullscreenMap(void)
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back->x3 = meshO[3].vx;
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back->x3 = meshO[3].vx;
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back->y3 = meshO[3].vz;
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back->y3 = meshO[3].vz;
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px = MapSegmentPos[ntiles & 15].x * 4;
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px = MapSegmentPos[ntiles & 15].x;
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py = MapSegmentPos[ntiles & 15].y;
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py = MapSegmentPos[ntiles & 15].y;
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back->u0 = px;
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back->u0 = px;
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back->v0 = py;
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back->v0 = py;
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back->u1 = px + 31;
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back->u1 = MIN(255, px + tw);
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back->v1 = py;
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back->v1 = MIN(255, py);
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back->u2 = px;
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back->u2 = px;
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back->v2 = py + 31;
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back->v2 = MIN(255, py + th);
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back->u3 = px + 31;
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back->u3 = MIN(255, px + tw);
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back->v3 = py + 31;
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back->v3 = MIN(255, py + th);
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back->clut = MapClut;
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back->clut = MapClut;
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back->tpage = MapTPage;
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back->tpage = MapTPage;
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@ -1737,15 +1726,6 @@ void DrawFullscreenMap(void)
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DrawSync(0);
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DrawSync(0);
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ntiles++;
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ntiles++;
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#else
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#else
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// make map fully detailed when filtering is not available
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if (!g_bilinearFiltering)
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{
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back->u1 += 1;
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back->v2 += 1;
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back->u3 += 1;
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back->v3 += 1;
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}
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current->primptr += sizeof(POLY_FT4);
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current->primptr += sizeof(POLY_FT4);
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if (!prevback)
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if (!prevback)
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