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SLUDGE: move backdrop display code to backdrop.cpp
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@ -536,6 +536,10 @@ inline int sortOutPCamera(int cX, int fX, int sceneMax, int boxMax) {
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}
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void drawBackDrop() {
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g_system->copyRectToScreen(backdropSurface.getPixels(),
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backdropSurface.pitch, 0, 0, backdropSurface.w,
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backdropSurface.h);
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g_system->updateScreen();
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#if 0
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setPrimaryColor(1.0, 1.0, 1.0, 1.0);
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@ -479,10 +479,6 @@ int main_loop(char *filename)
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walkAllPeople();
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handleInput();
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sludgeDisplay();
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g_system->copyRectToScreen(backdropSurface.getPixels(),
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backdropSurface.pitch, 0, 0, backdropSurface.w,
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backdropSurface.h);
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g_system->updateScreen();
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g_system->delayMillis(100);
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#if 0
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Wait_Frame();
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@ -702,19 +702,22 @@ void sludgeDisplay() {
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// glClearColor(0.5, 0.5, 1.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear The Screen
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glDepthMask(GL_FALSE);
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#endif
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drawBackDrop();// Draw the room
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drawZBuffer(cameraX, cameraY, false);
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#if 0
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glEnable(GL_DEPTH_TEST);
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#endif
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drawPeople();// Then add any moving characters...
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#if 0
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glDisable(GL_DEPTH_TEST);
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#endif
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viewSpeech();// ...and anything being said
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drawStatusBar();
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displayCursor();
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if (brightnessLevel < 255) fixBrightness();// This is for transitionLevel special effects
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#if 0
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glFlush();
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#if !defined(HAVE_GLES2)
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SDL_GL_SwapBuffers();
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