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some changes for v1 costumes
svn-id: r8380
This commit is contained in:
parent
f1b3e170e9
commit
395ab54ea9
@ -436,7 +436,9 @@ void LoadedCostume::loadCostume(int id) {
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// Don't forget, these games were designed around a fixed 16 color HW palette :-)
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// Don't forget, these games were designed around a fixed 16 color HW palette :-)
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// In addition, all offsets are shifted by 2; we accomodate that via a seperate
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// In addition, all offsets are shifted by 2; we accomodate that via a seperate
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// _baseptr value (instead of adding tons of if's throughout the code).
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// _baseptr value (instead of adding tons of if's throughout the code).
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if (_vm->_features & GF_OLD_BUNDLE) {
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if (_vm->_version == 1)
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_baseptr += 2;
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else if (_vm->_features & GF_OLD_BUNDLE) {
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_numColors = 1;
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_numColors = 1;
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_baseptr += 2;
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_baseptr += 2;
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}
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}
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@ -510,7 +512,10 @@ void Scumm::cost_decodeData(Actor *a, int frame, uint usemask) {
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return;
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return;
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}
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}
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r = lc._baseptr + READ_LE_UINT16(lc._ptr + anim * 2 + lc._numColors + 42);
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if (_version == 1)
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r = lc._baseptr + READ_LE_UINT16(lc._ptr + anim * 2 + lc._numColors + 30);
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else
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r = lc._baseptr + READ_LE_UINT16(lc._ptr + anim * 2 + lc._numColors + 42);
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if (r == lc._baseptr) {
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if (r == lc._baseptr) {
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return;
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return;
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@ -573,6 +578,8 @@ void CostumeRenderer::setPalette(byte *palette) {
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memset(_palette, 8, 16);
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memset(_palette, 8, 16);
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_palette[12] = 0;
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_palette[12] = 0;
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}
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}
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if (_vm->_version == 1)
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return;
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_palette[_loaded._ptr[8]] = _palette[0];
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_palette[_loaded._ptr[8]] = _palette[0];
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} else {
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} else {
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if ((_vm->_features & GF_NEW_OPCODES) || (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)) {
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if ((_vm->_features & GF_NEW_OPCODES) || (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)) {
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