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MADS: Improve user interface animations
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@ -104,7 +104,7 @@ void UISlots::draw(bool updateFlag, bool delFlag) {
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UISlot &slot = (*this)[idx];
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if (dirtyArea._active && dirtyArea._bounds.width() > 0
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&& dirtyArea._bounds.height() > 0 && slot._flags >= -20) {
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&& dirtyArea._bounds.height() > 0 && slot._flags > -20) {
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if (slot._flags >= IMG_ERASE) {
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// Merge area
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@ -449,7 +449,8 @@ void UserInterface::mergeFrom(MSurface *src, const Common::Rect &srcBounds,
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for (int rowCtr = 0; rowCtr < copyRect.height(); ++rowCtr) {
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// Process each line of the area
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for (int xCtr = 0; xCtr < copyRect.width(); ++xCtr) {
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// Check for the range used for on-screen text, which should be kept intact
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// Check for the range used for the user interface background,
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// which are the only pixels that can be replaced
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if ((destPtr[xCtr] >= 8 && destPtr[xCtr] <= 15) && (int)srcPtr[xCtr] != transparencyIndex)
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destPtr[xCtr] = srcPtr[xCtr];
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}
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@ -884,7 +885,7 @@ void UserInterface::inventoryAnim() {
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// Loop through the slots list for inventory animation entry
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for (uint i = 0; i < _uiSlots.size(); ++i) {
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if (_uiSlots[i]._segmentId == IMG_SPINNING_OBJECT)
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_uiSlots[i]._flags = IMG_UPDATE_ONLY;
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_uiSlots[i]._flags = IMG_FULL_UPDATE;
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}
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// Add a new slot entry for the inventory animation
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