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Fix for bug #929724 (MI2: Intro regression) -> since _outheight can be negative, negative y values aren't filtered out automatically anymore, so we have to explicitly check for them
svn-id: r13478
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92301bff74
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@ -382,9 +382,9 @@ void AkosRenderer::codec1_genericDecode() {
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return;
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}
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} else {
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masked = (y < _outheight) && v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit);
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masked = (y < 0 || y >= _outheight) || (v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit));
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if (color && y < _outheight && !masked && !skip_column) {
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if (color && !masked && !skip_column) {
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pcolor = palette[color];
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if (_shadow_mode == 1) {
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if (pcolor == 13)
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@ -725,9 +725,15 @@ byte AkosRenderer::codec1(int xmoveCur, int ymoveCur) {
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if (v1.skip_width <= 0 || _height <= 0)
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return 0;
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if (rect.top > _outheight)
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if (rect.left < 0)
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rect.left = 0;
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if (rect.top < 0)
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rect.top = 0;
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if (rect.top > _outheight)
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rect.top = _outheight;
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if (rect.bottom > _outheight)
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rect.bottom = _outheight;
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@ -200,7 +200,7 @@ byte CostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) {
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v1.scaleXstep = _mirror ? 1 : -1;
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if (_vm->_version == 1)
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//HACK: it fix gfx glitches leaved by actor costume in V1 games, when actor moving to left
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//HACK: it fix gfx glitches left by actor costume in V1 games, when actor moving to left
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_vm->markRectAsDirty(kMainVirtScreen, rect.left, rect.right + 8, rect.top, rect.bottom, _actorID);
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else
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_vm->markRectAsDirty(kMainVirtScreen, rect.left, rect.right + 1, rect.top, rect.bottom, _actorID);
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@ -254,9 +254,12 @@ byte CostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) {
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if (rect.left < 0)
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rect.left = 0;
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if (rect.top > _outheight)
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if (rect.top < 0)
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rect.top = 0;
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if (rect.top > _outheight)
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rect.top = _outheight;
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if (rect.bottom > _outheight)
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rect.bottom = _outheight;
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@ -394,7 +397,7 @@ void CostumeRenderer::procC64(int actor) {
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if (!rep)
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color = *src++;
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if (y < _outheight) {
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if (0 <= y && y < _outheight) {
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if (!_mirror) {
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LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6);
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} else {
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@ -455,9 +458,9 @@ void CostumeRenderer::proc3() {
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do {
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if (_scaleY == 255 || *scaleytab++ < _scaleY) {
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masked = (y < _outheight) && v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit);
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masked = (y < 0 || y >= _outheight) || (v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit));
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if (color && y < _outheight && !masked) {
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if (color && !masked) {
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// FIXME: Fully implement _shadow_mode.
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// For now, it's enough for Sam & Max
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// transparency.
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@ -525,7 +528,7 @@ void CostumeRenderer::proc3_ami() {
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len = *src++;
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do {
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if (_scaleY == 255 || cost_scaleTable[_scaleIndexY] < _scaleY) {
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masked = (y >= _outheight) || v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit);
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masked = (y < 0 || y >= _outheight) || (v1.mask_ptr && ((mask[0] | mask[v1.imgbufoffs]) & maskbit));
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if (color && v1.x >= 0 && v1.x < _outwidth && !masked) {
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*dst = _palette[color];
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