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TWINE: finished splitting type and index
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@ -276,13 +276,13 @@ void Redraw::redrawEngineActions(bool bgRedraw) { // fullRedraw
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if (actor->staticFlags.bIsSpriteActor) {
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drawList[drawListPos].type = 0x1000;
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drawList[drawListPos].index = 0x1000 + modelActorPos;
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drawList[drawListPos].actorIdx = modelActorPos;
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if (actor->staticFlags.bUsesClipping) {
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tmpVal = actor->lastX - _engine->_grid->cameraX + actor->lastZ - _engine->_grid->cameraZ;
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}
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} else {
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drawList[drawListPos].type = 0;
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drawList[drawListPos].index = modelActorPos;
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drawList[drawListPos].actorIdx = modelActorPos;
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}
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drawList[drawListPos].posValue = tmpVal;
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@ -302,7 +302,7 @@ void Redraw::redrawEngineActions(bool bgRedraw) { // fullRedraw
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tmpVal--;
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drawList[drawListPos].posValue = tmpVal; // save the shadow entry in the drawList
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drawList[drawListPos].type = 0xC00; // shadowActorPos
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drawList[drawListPos].index = 0xC00;
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drawList[drawListPos].actorIdx = 0;
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drawList[drawListPos].x = _engine->_actor->shadowX;
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drawList[drawListPos].y = _engine->_actor->shadowY;
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drawList[drawListPos].z = _engine->_actor->shadowZ;
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@ -331,7 +331,7 @@ void Redraw::redrawEngineActions(bool bgRedraw) { // fullRedraw
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if (_engine->_renderer->projPosX > -50 && _engine->_renderer->projPosX < 680 && _engine->_renderer->projPosY > -30 && _engine->_renderer->projPosY < 580) {
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drawList[drawListPos].posValue = extra->x - _engine->_grid->cameraX + extra->z - _engine->_grid->cameraZ;
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drawList[drawListPos].index = 0x1800 + i;
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drawList[drawListPos].actorIdx = i;
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drawList[drawListPos].type = 0x1800;
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drawListPos++;
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@ -339,7 +339,7 @@ void Redraw::redrawEngineActions(bool bgRedraw) { // fullRedraw
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_engine->_movements->getShadowPosition(extra->x, extra->y, extra->z);
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drawList[drawListPos].posValue = extra->x - _engine->_grid->cameraX + extra->z - _engine->_grid->cameraZ - 1;
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drawList[drawListPos].index = 0xC00;
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drawList[drawListPos].actorIdx = 0;
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drawList[drawListPos].type = 0xC00;
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drawList[drawListPos].x = _engine->_actor->shadowX;
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drawList[drawListPos].y = _engine->_actor->shadowY;
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@ -359,7 +359,7 @@ void Redraw::redrawEngineActions(bool bgRedraw) { // fullRedraw
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int32 pos = 0;
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do {
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int32 actorIdx = drawList[pos].index & 0x3FF;
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int32 actorIdx = drawList[pos].actorIdx;
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ActorStruct *actor2 = _engine->_scene->getActor(actorIdx);
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const uint32 flags = drawList[pos].type;
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@ -61,7 +61,7 @@ private:
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struct DrawListStruct {
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int16 posValue = 0;
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uint32 type = 0;
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uint16 index = 0; // field_2
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uint16 actorIdx = 0;
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uint16 x = 0;
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uint16 y = 0;
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uint16 z = 0;
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