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- make Vegas ground at night a bit darker to match walls when Dlights are on
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@ -197,6 +197,19 @@ void Tile1x1(MODEL *model)
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plotContext.current->primptr = plotContext.primptr;
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}
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// performs division by 3 or by 5 depending on t
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inline int fst_div_lut_3_5(int x, int t)
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{
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static int mul[] = { 171, 205 };
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return x * mul[t] >> (9 + t);
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}
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inline int fst_div_3(int x)
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{
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return x * 171 >> 9;
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}
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// [D] [T]
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void DrawTILES(PACKED_CELL_OBJECT** tiles, int tile_amount)
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{
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@ -208,13 +221,20 @@ void DrawTILES(PACKED_CELL_OBJECT** tiles, int tile_amount)
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if (gTimeOfDay > -1)
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{
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int combo = combointensity;
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if (gTimeOfDay < 3)
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{
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plotContext.colour = combointensity & 0xffffffU | 0x2C000000;
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plotContext.colour = combo & 0xffffffU | 0x2C000000;
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}
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else if (gTimeOfDay == 3)
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{
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plotContext.colour = ((combointensity >> 16 & 255) / 3) << 16 | ((combointensity >> 8 & 255) / 3) << 8 | (combointensity & 255) / 3 | 0x2C000000U;
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#ifdef DYNAMIC_LIGHTING
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int t;
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t = GameLevel == 2 && gEnableDlights == 1;
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plotContext.colour = fst_div_lut_3_5(combo >> 16 & 255, t) << 16 | fst_div_lut_3_5(combo >> 8 & 255, t) << 8 | fst_div_lut_3_5(combo & 255, t) | 0x2C000000U;
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#else
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plotContext.colour = fst_div_3(combo >> 16 & 255, 0) << 16 | fst_div_3(combo >> 8 & 255, 0) << 8 | fst_div_3(combo & 255, 0) | 0x2C000000U;
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#endif
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}
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}
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@ -223,7 +243,7 @@ void DrawTILES(PACKED_CELL_OBJECT** tiles, int tile_amount)
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if (gWeather - 1U < 2)
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{
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u_int col;
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col = plotContext.colour >> 2 & 0x3f;
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col = plotContext.colour >> 2 & 63;
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plotContext.colour = col * 0x30000 | col * 0x300 | col * 3 | 0x2C000000;
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}
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