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GOB: Use the correct font and shade color in Urban Runner
svn-id: r55272
This commit is contained in:
parent
0d11ae143f
commit
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@ -737,7 +737,7 @@ void Draw_v2::spriteOperation(int16 operation) {
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case DRAW_FILLRECT:
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_spritesArray[_destSurface]->fillRect(destSpriteX,
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_destSpriteY, _destSpriteX + _spriteRight - 1,
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_destSpriteY + _spriteBottom - 1, _backColor);
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_destSpriteY + _spriteBottom - 1, getColor(_backColor));
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dirtiedRect(_destSurface, _destSpriteX, _destSpriteY,
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_destSpriteX + _spriteRight - 1, _destSpriteY + _spriteBottom - 1);
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@ -794,17 +794,19 @@ void Draw_v2::spriteOperation(int16 operation) {
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len = *dataBuf++;
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for (int i = 0; i < len; i++, dataBuf += 2) {
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font->drawLetter(*_spritesArray[_destSurface], READ_LE_UINT16(dataBuf),
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_destSpriteX, _destSpriteY, _frontColor, _backColor, _transparency);
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_destSpriteX, _destSpriteY, getColor(_frontColor),
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getColor(_backColor), _transparency);
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}
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} else {
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drawString(_textToPrint, _destSpriteX, _destSpriteY, _frontColor,
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_backColor, _transparency, *_spritesArray[_destSurface], *font);
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drawString(_textToPrint, _destSpriteX, _destSpriteY, getColor(_frontColor),
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getColor(_backColor), _transparency, *_spritesArray[_destSurface], *font);
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_destSpriteX += len * font->getCharWidth();
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}
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} else {
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for (int i = 0; i < len; i++) {
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font->drawLetter(*_spritesArray[_destSurface], _textToPrint[i],
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_destSpriteX, _destSpriteY, _frontColor, _backColor, _transparency);
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_destSpriteX, _destSpriteY, getColor(_frontColor),
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getColor(_backColor), _transparency);
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_destSpriteX += font->getCharWidth(_textToPrint[i]);
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}
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}
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@ -865,7 +867,7 @@ void Draw_v2::spriteOperation(int16 operation) {
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if ((_backColor != 16) && (_backColor != 144)) {
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_spritesArray[_destSurface]->fillRect(_destSpriteX, _destSpriteY,
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_spriteRight, _spriteBottom,
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_backColor);
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getColor(_backColor));
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}
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dirtiedRect(_destSurface, _destSpriteX, _destSpriteY, _spriteRight, _spriteBottom);
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@ -873,7 +875,7 @@ void Draw_v2::spriteOperation(int16 operation) {
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case DRAW_FILLRECTABS:
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_spritesArray[_destSurface]->fillRect(_destSpriteX, _destSpriteY,
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_spriteRight, _spriteBottom, _backColor);
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_spriteRight, _spriteBottom, getColor(_backColor));
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dirtiedRect(_destSurface, _destSpriteX, _destSpriteY, _spriteRight, _spriteBottom);
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break;
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