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@ -145,7 +145,9 @@ void CQuestItemPickup::init()
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m_hiddenUntilBossDead=false;
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}
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m_starSin=0;
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m_starSinRotate=0;
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m_starSinRadius=0;
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m_starFrame=0;
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m_starSinR=m_starSinG=m_starSinB=0;
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}
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@ -214,10 +216,12 @@ void CQuestItemPickup::thinkPickup(int _frames)
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{
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if(!m_hiddenUntilBossDead)
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{
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m_starSin=(m_starSin+(65*_frames))&4095;
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m_starSinR=(m_starSinR+(20*_frames))&4095;
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m_starSinG=(m_starSinG+(40*_frames))&4095;
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m_starSinB=(m_starSinB+(70*_frames))&4095;
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m_starSinRotate=(m_starSinRotate+(16*_frames))&4095;
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m_starSinRadius=(m_starSinRadius+(32*_frames))&4095;
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m_starFrame+=_frames;
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m_starSinR=(m_starSinR+(10*_frames))&4095;
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m_starSinG=(m_starSinG+(20*_frames))&4095;
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m_starSinB=(m_starSinB+(30*_frames))&4095;
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}
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else if(GameScene.getBossHasBeenKilled())
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{
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@ -231,7 +235,7 @@ void CQuestItemPickup::thinkPickup(int _frames)
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Params:
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Returns:
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---------------------------------------------------------------------- */
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static int s_questStarFrames[4]={FRM__GLINT1,FRM__GLINT2,FRM__GLINT3,FRM__GLINT4};
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static const int s_questStarFrames[8]={FRM__QUESTITEMSTAR1,FRM__QUESTITEMSTAR2,FRM__QUESTITEMSTAR3,FRM__QUESTITEMSTAR4};
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void CQuestItemPickup::renderPickup(DVECTOR *_pos)
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{
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if(!m_hiddenUntilBossDead)
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@ -241,7 +245,8 @@ void CQuestItemPickup::renderPickup(DVECTOR *_pos)
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sFrameHdr *fh;
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int i;
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int x,y;
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int angle,colourOfs;
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int angle,radius;
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int r,g,b;
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sprites=CGameScene::getSpriteBank();
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@ -252,22 +257,38 @@ void CQuestItemPickup::renderPickup(DVECTOR *_pos)
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sprites->printFT4(fh,x,y,0,0,OTPOS__PICKUP_POS);
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// Stars
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angle=m_starSin;
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colourOfs=0;
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angle=m_starSinRotate;
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radius=((msin(m_starSinRadius)*20)>>12)+35;
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r=((msin(m_starSinR)*64)>>12)+128;
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g=((msin(m_starSinG)*64)>>12)+128;
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b=((msin(m_starSinB)*64)>>12)+128;
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fh=sprites->getFrameHeader(s_questStarFrames[(m_starFrame>>2)&3]);
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for(i=0;i<4;i++)
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{
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POLY_FT4 *ft4;
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int r,g,b;
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fh=sprites->getFrameHeader(s_questStarFrames[i]);
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x=_pos->vx+((msin(angle)*40)>>12)-(fh->W/2);
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y=_pos->vy+((mcos(angle)*40)>>12)-(fh->H/2);
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angle=(angle+1024)&4095;
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x=_pos->vx+((msin(angle)*radius)>>12)-(fh->W/2);
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y=_pos->vy+((mcos(angle)*radius)>>12)-(fh->H/2);
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ft4=sprites->printFT4(fh,x,y,0,0,0);
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r=((msin((m_starSinR+colourOfs)&4095)*64)>>12)+128;
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g=((msin((m_starSinG+colourOfs)&4095)*64)>>12)+128;
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b=((msin((m_starSinB+colourOfs)&4095)*64)>>12)+128;
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setRGB0(ft4,r,g,b);
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angle=(angle+300)&4095;
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colourOfs+=200;
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setSemiTrans(ft4,true);
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}
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angle=m_starSinRotate+512;
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radius=((msin((m_starSinRadius+2048)&4095)*20)>>12)+35;
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r=((msin((m_starSinR+2048)&4095)*64)>>12)+128;
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g=((msin((m_starSinG+2048)&4095)*64)>>12)+128;
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b=((msin((m_starSinB+2048)&4095)*64)>>12)+128;
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fh=sprites->getFrameHeader(s_questStarFrames[((m_starFrame>>2)+2)&3]);
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for(i=0;i<4;i++)
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{
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POLY_FT4 *ft4;
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angle=(angle+1024)&4095;
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x=_pos->vx+((msin(angle)*radius)>>12)-(fh->W/2);
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y=_pos->vy+((mcos(angle)*radius)>>12)-(fh->H/2);
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ft4=sprites->printFT4(fh,x,y,0,0,0);
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setRGB0(ft4,r,g,b);
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setSemiTrans(ft4,true);
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}
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}
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}
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@ -56,7 +56,9 @@ private:
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virtual CSoundMediator::SFXID sfxToPlayWhenCollected(){return CSoundMediator::SFX_ITEM__LEVEL_ITEM;}
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int m_hiddenUntilBossDead;
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int m_starSin;
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int m_starSinRotate;
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int m_starSinRadius;
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int m_starFrame;
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int m_starSinR,m_starSinG,m_starSinB;
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int m_gfxFrame;
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