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@ -415,3 +415,93 @@ u8 H=Frame->H;
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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sModel *CModelGfx::ModelTable;
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sTri *CModelGfx::ModelTriList;
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sQuad *CModelGfx::ModelQuadList;
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sVtx *CModelGfx::ModelVtxList;
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/*****************************************************************************/
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void CModelGfx::SetData(sModel *Table,sTri *TList,sQuad *QList,sVtx *VList)
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{
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ModelTable=Table;
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ModelTriList=TList;
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ModelQuadList=QList;
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ModelVtxList=VList;
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}
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/*****************************************************************************/
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void CModelGfx::SetModel(int Type)
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{
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Model=&CModelGfx::ModelTable[Type];
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}
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/*****************************************************************************/
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int DX=1;
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int DY=1;
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int PXOfs=-16;
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int PYOfs=-6;
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void CModelGfx::Render(DVECTOR &Pos)
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{
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#define BLOCK_MULT 16
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u8 *PrimPtr=GetPrimPtr();
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POLY_FT3 *TPrimPtr=(POLY_FT3*)PrimPtr;
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sVtx *P0,*P1,*P2;
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u32 T0,T1,T2;
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s32 ClipZ;
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sOT *ThisOT;
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DVECTOR MapXY;
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VECTOR RenderPos;
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int TriCount=Model->TriCount;
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sTri *TList=&ModelTriList[Model->TriStart];
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MapXY.vx=Pos.vx>>4;
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MapXY.vy=Pos.vy>>4;
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int ShiftX=(Pos.vx & 15);
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int ShiftY=(Pos.vy & 15);
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RenderPos.vx=(PXOfs*16)+((MapXY.vx*16)+ShiftX);
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RenderPos.vy=(PYOfs*16)+((MapXY.vy*16)+ShiftY);
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CMX_SetTransMtxXY(&RenderPos);
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while (TriCount--)
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{
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P0=&ModelVtxList[TList->P0]; P1=&ModelVtxList[TList->P1]; P2=&ModelVtxList[TList->P2];
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gte_ldv3(P0,P1,P2);
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setPolyFT3(TPrimPtr);
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setShadeTex(TPrimPtr,1);
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setlen(TPrimPtr, GPU_PolyFT3Tag);
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gte_rtpt_b();
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T0=*(u32*)&TList->uv0; // Get UV0 & TPage
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T1=*(u32*)&TList->uv1; // Get UV1 & Clut
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T2=*(u16*)&TList->uv2; // Get UV2
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*(u32*)&TPrimPtr->u0=T0; // Set UV0
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*(u32*)&TPrimPtr->u1=T1; // Set UV1
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*(u16*)&TPrimPtr->u2=T2; // Set UV2
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if (TList->OTOfs>MAX_OT-1) TList->OTOfs=MAX_OT-1;
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ThisOT=OtPtr+TList->OTOfs;
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TList++;
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gte_nclip_b();
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gte_stsxy3_ft3(TPrimPtr);
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// if (TriCount==1)
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// {
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// printf("%i,%i\n",TPrimPtr->x0,TPrimPtr->y0);
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//
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// }
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gte_stopz(&ClipZ);
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if (ClipZ<=0)
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{
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addPrim(ThisOT,TPrimPtr);
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TPrimPtr++;
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}
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}
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SetPrimPtr((u8*)TPrimPtr);
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}
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@ -126,6 +126,26 @@ static u8 UnpackBuffer[CActorPool::MAX_ACTOR_SIZE];
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};
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/*****************************************************************************/
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class CModelGfx
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{
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public:
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CModelGfx(){};
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virtual ~CModelGfx(){};
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static void SetData(sModel *Table,sTri *TList,sQuad *QList,sVtx *VList);
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void SetModel(int Type);
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void Render(DVECTOR &Pos);
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protected:
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static sModel *ModelTable;
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static sTri *ModelTriList;
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static sQuad *ModelQuadList;
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static sVtx *ModelVtxList;
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sModel *Model;
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};
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/*****************************************************************************/
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#endif
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@ -131,6 +131,7 @@ sLvlTab *lvlTab=&LvlTable[LevelNo];
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LevelHdr->TriList=(sTri*) MakePtr(LevelHdr,(int)LevelHdr->TriList);
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LevelHdr->QuadList=(sQuad*) MakePtr(LevelHdr,(int)LevelHdr->QuadList);
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LevelHdr->VtxList=(sVtx*) MakePtr(LevelHdr,(int)LevelHdr->VtxList);
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LevelHdr->PlatformGfx=(sModel*) MakePtr(LevelHdr,(int)LevelHdr->PlatformGfx);
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printf("ActorList %i\n",(int)LevelHdr->ActorList);
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printf("ItemList %i\n",(int)LevelHdr->ItemList);
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@ -138,6 +139,7 @@ sLvlTab *lvlTab=&LvlTable[LevelNo];
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printf("TriggerList %i\n",(int)LevelHdr->TriggerList);
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printf("FXList %i\n",(int)LevelHdr->FXList);
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CModelGfx::SetData(LevelHdr->PlatformGfx,LevelHdr->TriList,LevelHdr->QuadList,LevelHdr->VtxList);
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m_levelTPage=TPLoadTex(lvlTab->TexFilename);
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s_playerSpawnPos.vx=LevelHdr->PlayerStartX*16;
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@ -181,6 +181,12 @@ struct sLayerShadeHdr
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sLayerShadeGfx BackGfx[2];
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};
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//---------------------------------------------------------------------------
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struct sModel
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{
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u16 TriCount;
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u16 TriStart;
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};
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//---------------------------------------------------------------------------
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// Header
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struct sLevelHdr
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@ -203,6 +209,7 @@ struct sLevelHdr
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sTri *TriList;
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sQuad *QuadList;
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sVtx *VtxList;
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sModel *PlatformGfx;
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};
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//***************************************************************************
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@ -276,6 +283,8 @@ struct sThingPlatform
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u16 Type;
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u16 Speed;
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u16 TurnRate;
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u16 Gfx;
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u16 Pad;
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u8 Flags;
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u8 PointCount;
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// Point List...
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