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@ -710,6 +710,20 @@ int YMin,YMax;
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return(Ft4);
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return(Ft4);
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}
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}
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/*****************************************************************************/
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void CActorGfx::getFrameOffsets(int _anim,int _frame,int *_x,int *_y)
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{
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sSpriteAnimBank *SpriteBank;
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sSpriteAnim *ThisAnim;
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sSpriteFrame *pFrame;
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SpriteBank=PoolEntry->ActorGfx;
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ThisAnim=SpriteBank->AnimList+_anim;
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pFrame=&ThisAnim->Anim[_frame];
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*_x=pFrame->XOfs;
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*_y=pFrame->YOfs;
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}
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/*****************************************************************************/
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/*****************************************************************************/
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void CActorGfx::SetUpFT4(POLY_FT4 *Ft4,sPoolNode *Node,int X,int Y,bool XFlip,bool YFlip)
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void CActorGfx::SetUpFT4(POLY_FT4 *Ft4,sPoolNode *Node,int X,int Y,bool XFlip,bool YFlip)
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{
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{
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@ -142,6 +142,7 @@ virtual ~CActorGfx();
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POLY_FT4 *Render(DVECTOR &Pos,int Anim,int Frame,bool FlipX=false,bool FlipY=false);
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POLY_FT4 *Render(DVECTOR &Pos,int Anim,int Frame,bool FlipX=false,bool FlipY=false);
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POLY_FT4 *RotateScale(POLY_FT4 *Ft4,DVECTOR &Pos,int Angle,int XScale,int YScale);
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POLY_FT4 *RotateScale(POLY_FT4 *Ft4,DVECTOR &Pos,int Angle,int XScale,int YScale);
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void getFrameOffsets(int _anim,int _frame,int *_x,int *_y);
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int getFrameCount(int Anim) {return(PoolEntry->ActorGfx->AnimList[Anim].FrameCount);}
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int getFrameCount(int Anim) {return(PoolEntry->ActorGfx->AnimList[Anim].FrameCount);}
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int GetTotalFrameCount() {return(PoolEntry->ActorGfx->FrameCount);}
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int GetTotalFrameCount() {return(PoolEntry->ActorGfx->FrameCount);}
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@ -152,6 +153,7 @@ virtual ~CActorGfx();
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// void SetShadowOfs(int X,int Y) {ShadowXOfs=X; ShadowYOfs=Y;}
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// void SetShadowOfs(int X,int Y) {ShadowXOfs=X; ShadowYOfs=Y;}
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void SetOtPos(int Ot) {OtPos=Ot;}
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void SetOtPos(int Ot) {OtPos=Ot;}
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protected:
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protected:
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void SetUpFT4(POLY_FT4 *Ft4,sPoolNode *Node,int X,int Y,bool XFlip,bool YFlip);
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void SetUpFT4(POLY_FT4 *Ft4,sPoolNode *Node,int X,int Y,bool XFlip,bool YFlip);
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