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https://github.com/OpenDriver2/REDRIVER2.git
synced 2024-11-23 02:42:38 +01:00
- all fade screens to support widescreen
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417e0aabda
commit
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@ -239,9 +239,16 @@ void DrawInGameCutscene(void)
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tile->r0 = 0;
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tile->r0 = 0;
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tile->g0 = 0;
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tile->g0 = 0;
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tile->b0 = 0;
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tile->b0 = 0;
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#ifdef PSX
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tile->x0 = 0;
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tile->x0 = 0;
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tile->y0 = 0;
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tile->w = 320;
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tile->w = 320;
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#else
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tile->x0 = -500;
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tile->w = 1200;
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#endif
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tile->y0 = 0;
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tile->h = BlackBorderHeight;
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tile->h = BlackBorderHeight;
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addPrim(current->ot, tile);
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addPrim(current->ot, tile);
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@ -252,8 +259,14 @@ void DrawInGameCutscene(void)
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tile->g0 = 0;
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tile->g0 = 0;
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tile->b0 = 0;
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tile->b0 = 0;
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#ifdef PSX
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tile->x0 = 0;
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tile->x0 = 0;
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tile->w = 320;
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tile->w = 320;
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#else
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tile->x0 = -500;
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tile->w = 1200;
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#endif
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tile->y0 = 256 - BlackBorderHeight;
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tile->y0 = 256 - BlackBorderHeight;
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tile->h = BlackBorderHeight;
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tile->h = BlackBorderHeight;
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@ -189,7 +189,12 @@ void FadeGameScreen(int flag, int speed)
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setPolyF4(&poly);
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setPolyF4(&poly);
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setSemiTrans(&poly, 1);
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setSemiTrans(&poly, 1);
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setRGB0(&poly, val, val, val);
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setRGB0(&poly, val, val, val);
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#ifdef PSX
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setXYWH(&poly, 0, 0, 320, 256);
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setXYWH(&poly, 0, 0, 320, 256);
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#else
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setXYWH(&poly, -500, 0, 1200, 256);
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#endif
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if (flag == 0)
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if (flag == 0)
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screen_fade_value += speed;
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screen_fade_value += speed;
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@ -588,7 +593,12 @@ void DrawFadePoly(void)
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POLY_G4 *fl_g4 = &fade_g4[current->id];
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POLY_G4 *fl_g4 = &fade_g4[current->id];
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#ifdef PSX
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setXYWH(fl_g4, 0, 0, 320, 256);
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setXYWH(fl_g4, 0, 0, 320, 256);
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#else
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setXYWH(fl_g4, -500, 1200, 320, 256);
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#endif
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setRGB0(fl_g4, fadeVal, fadeVal, fadeVal);
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setRGB0(fl_g4, fadeVal, fadeVal, fadeVal);
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setRGB1(fl_g4, fadeVal, fadeVal, fadeVal);
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setRGB1(fl_g4, fadeVal, fadeVal, fadeVal);
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@ -2892,7 +2892,6 @@ int CurrentPlayerView = 0;
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// [D]
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// [D]
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void RenderGame2(int view)
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void RenderGame2(int view)
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{
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{
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DB *pDVar1;
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int iVar2;
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int iVar2;
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POLY_F4 *poly;
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POLY_F4 *poly;
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uint uVar3;
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uint uVar3;
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@ -3010,19 +3009,17 @@ void RenderGame2(int view)
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poly->r0 = uVar4;
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poly->r0 = uVar4;
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poly->g0 = uVar4;
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poly->g0 = uVar4;
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poly->b0 = uVar4;
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poly->b0 = uVar4;
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pDVar1 = current;
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poly->x0 = 0;
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poly->y0 = 0;
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poly->x1 = 0x140;
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poly->y1 = 0;
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poly->x2 = 0;
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poly->y2 = 0x100;
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poly->x3 = 0x140;
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poly->y3 = 0x100;
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addPrim(pDVar1->ot + 8, poly);
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pDVar1->primptr += sizeof(POLY_F4);
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#ifdef PSX
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POLY_FT3* null = (POLY_FT3*)pDVar1->primptr;
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setXYWH(poly, 0, 0, 320, 256);
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#else
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setXYWH(poly, -500, 0, 1200, 256);
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#endif
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addPrim(current->ot + 8, poly);
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current->primptr += sizeof(POLY_F4);
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POLY_FT3* null = (POLY_FT3*)current->primptr;
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setPolyFT3(null);
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setPolyFT3(null);
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null->x0 = -1;
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null->x0 = -1;
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@ -3033,8 +3030,8 @@ void RenderGame2(int view)
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null->y2 = -1;
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null->y2 = -1;
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null->tpage = 0x40;
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null->tpage = 0x40;
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addPrim(pDVar1->ot + 8, null);
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addPrim(current->ot + 8, null);
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pDVar1->primptr += sizeof(POLY_FT3);
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current->primptr += sizeof(POLY_FT3);
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}
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}
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notInDreaAndStevesEvilLair = Havana3DOcclusion(DrawMapPSX, (int *)&ObjectDrawnValue);
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notInDreaAndStevesEvilLair = Havana3DOcclusion(DrawMapPSX, (int *)&ObjectDrawnValue);
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@ -1196,9 +1196,11 @@ void PlotSkyPoly(int skytexnum, unsigned char r, unsigned char g, unsigned char
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DVECTOR *outpoints = scratchPad_skyVertices;
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DVECTOR *outpoints = scratchPad_skyVertices;
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#endif
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#endif
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#ifdef PSX
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if ((outpoints[src->v0].vy > -1 || outpoints[src->v1].vy > -1 || outpoints[src->v2].vy > -1 || outpoints[src->v3].vy > -1) &&
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if ((outpoints[src->v0].vy > -1 || outpoints[src->v1].vy > -1 || outpoints[src->v2].vy > -1 || outpoints[src->v3].vy > -1) &&
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(outpoints[src->v0].vx > -1 || outpoints[src->v1].vx > -1 || outpoints[src->v2].vx > -1 || outpoints[src->v3].vx > -1) &&
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(outpoints[src->v0].vx > -1 || outpoints[src->v1].vx > -1 || outpoints[src->v2].vx > -1 || outpoints[src->v3].vx > -1) &&
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(outpoints[src->v0].vx < 321 || outpoints[src->v1].vx < 321 || outpoints[src->v2].vx < 321 || outpoints[src->v3].vx < 321))
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(outpoints[src->v0].vx < 321 || outpoints[src->v1].vx < 321 || outpoints[src->v2].vx < 321 || outpoints[src->v3].vx < 321))
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#endif
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{
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{
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setPolyFT4(poly);
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setPolyFT4(poly);
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