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Use Gdi::_numStrips in costume code (this allows us to be more flexible in how we compute _numStrips: from now on, only one place has to be changed for that)
svn-id: r15254
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parent
2872c312a9
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d17f88d967
@ -1090,7 +1090,7 @@ void Actor::drawActorCostume(bool hitTestMode) {
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// If the actor is partially hidden, redraw it next frame.
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// Only done for pre-AKOS, though.
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if (bcr->drawCostume(_vm->virtscr[0], this, drawToBackBuf) & 1) {
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if (bcr->drawCostume(_vm->virtscr[0], _vm->gdi._numStrips, this, drawToBackBuf) & 1) {
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needRedraw = (_vm->_version <= 6);
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}
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@ -25,7 +25,7 @@
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namespace Scumm {
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byte BaseCostumeRenderer::drawCostume(const VirtScreen &vs, const Actor *a, bool drawToBackBuf) {
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byte BaseCostumeRenderer::drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf) {
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int i;
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byte result = 0;
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@ -36,7 +36,7 @@ byte BaseCostumeRenderer::drawCostume(const VirtScreen &vs, const Actor *a, bool
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_outwidth = vs.pitch;
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_outheight = vs.h;
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_numStrips = _outwidth / 8;
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_numStrips = numStrips;
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if (_vm->_version == 1) {
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_xmove = 0;
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@ -132,7 +132,7 @@ public:
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virtual void setCostume(int costume) = 0;
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byte drawCostume(const VirtScreen &vs, const Actor *a, bool drawToBackBuf);
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byte drawCostume(const VirtScreen &vs, int numStrips, const Actor *a, bool drawToBackBuf);
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protected:
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