mirror of
https://github.com/OpenDriver2/REDRIVER2.git
synced 2024-11-22 10:22:48 +01:00
d50eb36a37
- [Psy-X] store DrawPrim state in split
475 lines
6.8 KiB
C
475 lines
6.8 KiB
C
#include "driver2.h"
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#include "loadview.h"
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#include "E3stuff.h"
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#include "system.h"
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#include "glaunch.h"
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#include "mission.h"
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#include "camera.h"
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#include "pause.h"
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#include "pres.h"
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#include "main.h"
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#include "cutscene.h"
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DRAWENV load_draw = { 0 };
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DISPENV load_disp = { 0 };
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int load_steps = 0;
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int loading_bar_pos = 0;
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int gFastLoadingScreens = 0;
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// [D] [T]
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void ShowLoading(void)
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{
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POLY_G4 poly;
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if (NewLevel == 0 && gInFrontend == 0)
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return;
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int col = (VERTTYPE)(++loading_bar_pos * load_steps);
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if (col > 120)
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col = 120;
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SetPolyG4(&poly);
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setRGB0(&poly, 30, 11, 11);
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setRGB1(&poly, 122, 11, 11);
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setRGB2(&poly, 30, 11, 11);
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setRGB3(&poly, 122, 11, 11);
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setXYWH(&poly, 176, 435, col, 25);
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DrawPrim(&poly);
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VSync(0);
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DrawSync(0);
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PutDrawEnv(&load_draw);
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PutDispEnv(&load_disp);
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DrawPrim(&poly);
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VSync(0);
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DrawSync(0);
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PutDrawEnv(&load_draw);
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PutDispEnv(&load_disp);
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#ifndef PSX
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PsyX_EndScene();
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#endif
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}
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int FadingScreen = 0;
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int screen_fade_value = 0;
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int screen_fade_start = 0;
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int screen_fade_end = 0;
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int screen_fade_speed = 0;
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// [D] [T]
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void SetupScreenFade(int start, int end, int speed)
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{
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screen_fade_value = start;
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screen_fade_start = start;
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screen_fade_end = end;
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screen_fade_speed = speed;
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FadingScreen = 1;
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}
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// [D] [T]
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void FadeGameScreen(int flag)
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{
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static POLY_F4 poly; // offset 0x0
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static POLY_FT4 p; // offset 0x20
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bool do_fade;
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if (flag == 0)
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do_fade = screen_fade_value < screen_fade_end;
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else
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do_fade = screen_fade_end < screen_fade_value;
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if (do_fade)
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{
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int val = screen_fade_value;
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if (val < 0)
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{
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val = 0;
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}
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else if (val > 255)
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{
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val = 255;
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}
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setPolyF4(&poly);
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setSemiTrans(&poly, 1);
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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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#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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screen_fade_value += screen_fade_speed;
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else
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screen_fade_value -= screen_fade_speed;
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setPolyFT4(&p);
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setSemiTrans(&p, 1);
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setXY4(&p, -1, -1, 0, -1, -1, 0, 0, 0);
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setTPage(&p, 0, 2, 0, 0);
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DrawPrim(&p);
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DrawPrim(&poly);
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#ifndef PSX
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DrawSync(0);
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PsyX_EndScene();
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#endif
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}
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else
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{
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FadingScreen = 0;
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}
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}
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// [D] [T]
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void ShowLoadingScreen(char *screen_name, int effect, int loading_steps)
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{
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int done;
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SPRT *sprt;
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POLY_FT3 *null;
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u_int tp;
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int i;
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int j;
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int fade;
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RECT16 dest;
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SPRT prims[4];
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POLY_FT3 nulls[4];
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int fade_step;
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if (effect == 1)
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SetDispMask(0);
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SetupDefDrawEnv(&load_draw, 0, 0, 320, 512);
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SetupDefDispEnv(&load_disp, 0, 0, 320, 512);
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load_draw.dfe = 1;
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#ifndef PSX
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PsyX_EnableSwapInterval((gFastLoadingScreens == 0));
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load_draw.clip.x = 0;
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load_draw.clip.y = 0;
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load_draw.clip.w = 320;
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load_draw.clip.h = 512;
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load_disp.isinter = 1;
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#endif
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PutDispEnv(&load_disp);
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PutDrawEnv(&load_draw);
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Loadfile(screen_name, (char*)_other_buffer);
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LoadClut((u_long*)&_other_buffer[20], 320, 511);
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DrawSync(0);
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setRECT(&dest, 320, 0, 160, 511);
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LoadImage(&dest, (u_long *)&_other_buffer[544]);
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DrawSync(0);
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done = 0;
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tp = 320;
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null = nulls;
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sprt = prims;
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i = 0;
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while (i < 2)
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{
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setSprt(sprt);
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sprt->x0 = (i << 8);
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sprt->y0 = 0;
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sprt->u0 = 0;
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sprt->v0 = 0;
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sprt->w = 256;
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sprt->h = 256;
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sprt->clut = getClut(320, 511);
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setPolyFT3(null);
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null->x0 = -1;
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null->y0 = -1;
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null->x1 = -1;
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null->y1 = -1;
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null->x2 = -1;
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null->y2 = -1;
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null->tpage = getTPage(1, 0, tp, 0);
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null++;
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sprt++;
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tp += 128;
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i++;
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}
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i = 0;
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tp = 320;
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while (i < 2)
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{
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setSprt(sprt);
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sprt->x0 = (i << 8);
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sprt->y0 = 256;
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sprt->u0 = 0;
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sprt->v0 = 0;
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sprt->w = 256;
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sprt->h = 256;
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sprt->clut = getClut(320, 511);
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setPolyFT3(null);
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null->x0 = -1;
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null->y0 = -1;
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null->x1 = -1;
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null->y1 = -1;
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null->x2 = -1;
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null->y2 = -1;
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null->tpage = getTPage(1, 0, tp, 256);
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null++;
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sprt++;
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tp += 128;
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i++;
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}
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#define FADE_STEP 2
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if (effect == 1)
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{
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fade = 8;
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fade_step = FADE_STEP;
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}
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else if (effect == 2)
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{
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fade = 128;
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fade_step = -FADE_STEP;
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}
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else
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{
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fade = 255;
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fade_step = -FADE_STEP * 2;
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}
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i = 0;
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do {
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if (i == 2)
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SetDispMask(1);
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i++;
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for (j = 0; j < 4; j++)
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{
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prims[j].r0 = fade;
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prims[j].g0 = fade;
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prims[j].b0 = fade;
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}
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for (j = 0; j < 4; j++)
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{
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DrawPrim(&nulls[j]);
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DrawPrim(&prims[j]);
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}
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DrawSync(0);
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// [A]
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if(gFastLoadingScreens == 0)
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VSync(0);
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#ifndef PSX
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PsyX_EndScene();
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#endif
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PutDispEnv(&load_disp);
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PutDrawEnv(&load_draw);
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fade += fade_step;
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if (effect == 1)
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{
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if (fade > 127)
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done = 1;
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}
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else if (effect == 2)
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{
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if(fade < 0)
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done = 1;
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}
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} while (!done);
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load_steps = 24;
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if (gInFrontend == 0)
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load_steps = 20;
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loading_bar_pos = 0;
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}
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// [D] [T]
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void CloseShutters(int speed, int width, int height)
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{
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int h;
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POLY_F4 poly[2];
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h = 0;
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setPolyF4(&poly[0]);
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setPolyF4(&poly[1]);
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setRGB0(&poly[0], 0, 0, 0);
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setRGB0(&poly[1], 0, 0, 0);
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do {
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setXYWH(&poly[0], 0, 0, width, h);
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setXYWH(&poly[1], 0, (height - h), width, h);
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DrawPrim(&poly[0]);
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DrawPrim(&poly[1]);
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DrawSync(0); // [A] added to avoid rendering bugs
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#ifndef PSX
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VSync(0);
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PsyX_EndScene();
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#endif
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if (h >= 255)
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break;
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h += speed;
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} while (true);
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SetDispMask(0);
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}
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POLY_G4 fade_g4[2];
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POLY_GT4 fade_gt4[2];
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static int fadeVal = 0xFF;
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static int bWantFade = 0;
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// [D] [T]
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void SetupFadePolys(void)
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{
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int i;
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for (i = 0; i < 2; i++)
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{
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setPolyG4(&fade_g4[i]);
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setSemiTrans(&fade_g4[i], 1);
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setPolyGT4(&fade_gt4[i]);
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setSemiTrans(&fade_gt4[i], 1);
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setXYWH(&fade_gt4[i], -1, -1, 1, 1);
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setTPage(&fade_gt4[i], 0, 2, 0, 0);
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}
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bWantFade = 1;
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fadeVal = 255;
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gStopPadReads = 1;
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}
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// [D] [T]
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void DrawFadePoly(void)
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{
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if (fadeVal < 0)
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{
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bMissionTitleFade = 0;
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if (!gInGameCutsceneActive)
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gStopPadReads = 0;
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fadeVal = 0;
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}
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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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#else
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setXYWH(fl_g4, -500, 0, 1200, 256);
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#endif
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setRGB0(fl_g4, fadeVal, fadeVal, fadeVal);
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setRGB1(fl_g4, fadeVal, fadeVal, fadeVal);
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setRGB2(fl_g4, fadeVal, fadeVal, fadeVal);
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setRGB3(fl_g4, fadeVal, fadeVal, fadeVal);
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addPrim(¤t->ot[1], fl_g4);
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addPrim(¤t->ot[1], &fade_gt4[current->id]);
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}
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// [D] [T]
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void DisplayMissionTitle(void)
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{
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if (bWantFade && CameraCnt == 1)
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{
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bWantFade = 0;
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bMissionTitleFade = CameraCnt;
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}
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if (bMissionTitleFade && !pauseflag)
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{
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fadeVal -= 6;
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if (NoPlayerControl != 0)
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{
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if (fadeVal < 0)
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{
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bMissionTitleFade = 0;
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if (gInGameCutsceneActive == 0)
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gStopPadReads = 0;
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gShowMap = 0;
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fadeVal = 0;
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}
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}
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else
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{
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if (gMissionTitle)
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{
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#ifdef PSX
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gShowMap = 1;
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SetTextColour(124, 108, 40);
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PrintStringCentred(gMissionTitle, 120);
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gShowMap = 0;
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#else
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SetTextColour(124, 108, 40);
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PrintStringCentred(gMissionTitle, 120);
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#endif
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}
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DrawFadePoly();
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}
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}
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}
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