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NX: Restore Draw_CharacterRGBA functionality
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parent
60201120b0
commit
22e967a9d6
2 changed files with 8 additions and 26 deletions
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@ -563,7 +563,6 @@ This is the same as Draw_Character, but with RGBA color codes.
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*/
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*/
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void Draw_CharacterRGBA(int x, int y, int num, float r, float g, float b, float a)
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void Draw_CharacterRGBA(int x, int y, int num, float r, float g, float b, float a)
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{
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{
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#ifdef VITA
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int row, col;
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int row, col;
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float frow, fcol, size;
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float frow, fcol, size;
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@ -605,7 +604,6 @@ void Draw_CharacterRGBA(int x, int y, int num, float r, float g, float b, float
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_ALPHA_TEST);
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glDisable (GL_BLEND);
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glDisable (GL_BLEND);
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glColor4f (1,1,1,1);
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glColor4f (1,1,1,1);
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#endif
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}
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}
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@ -1481,11 +1481,9 @@ void SCR_DrawCrosshair (void)
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if (cl.stats[STAT_ACTIVEWEAPON] == W_M2)
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if (cl.stats[STAT_ACTIVEWEAPON] == W_M2)
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{
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{
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#ifdef VITA
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Draw_CharacterRGBA ((vid.width)/4-4, (vid.height)*3/4, 'O', 255, col, col, 0.7);
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Draw_CharacterRGBA ((vid.width)/4-4, (vid.height)*3/4, 'O', 255, col, col, 0.7);
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#else
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Draw_Character ((vid.width)/4-4, (vid.height)*3/4, 'O');
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#endif
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}
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}
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else if (crosshair.value == 1 && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2 && cl.stats[STAT_ACTIVEWEAPON] != W_PANZER)
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else if (crosshair.value == 1 && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2 && cl.stats[STAT_ACTIVEWEAPON] != W_PANZER)
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{
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{
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@ -1498,41 +1496,27 @@ void SCR_DrawCrosshair (void)
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x_value = ((vid.width - 8)/4) - crosshair_offset_step;
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x_value = ((vid.width - 8)/4) - crosshair_offset_step;
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y_value = (vid.height - 8)*3/4;
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y_value = (vid.height - 8)*3/4;
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#ifdef VITA
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Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7);
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Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7);
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#else
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Draw_Character (x_value, y_value, 158);
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#endif
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x_value = ((vid.width - 8)/4) + crosshair_offset_step;
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x_value = ((vid.width - 8)/4) + crosshair_offset_step;
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y_value = (vid.height - 8)*3/4;
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y_value = (vid.height - 8)*3/4;
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#ifdef VITA
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Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7);
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Draw_CharacterRGBA (x_value, y_value, 158, 255, col, col, 0.7);
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#else
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Draw_Character (x_value, y_value, 158);
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#endif
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x_value = ((vid.width - 8)/4);
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x_value = ((vid.width - 8)/4);
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y_value = (vid.height - 8)*3/4 - crosshair_offset_step;
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y_value = (vid.height - 8)*3/4 - crosshair_offset_step;
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#ifdef VITA
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Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7);
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Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7);
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#else
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Draw_Character (x_value, y_value, 157);
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#endif
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x_value = ((vid.width - 8)/4);
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x_value = ((vid.width - 8)/4);
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y_value = (vid.height - 8)*3/4 + crosshair_offset_step;
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y_value = (vid.height - 8)*3/4 + crosshair_offset_step;
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#ifdef VITA
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Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7);
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Draw_CharacterRGBA (x_value, y_value, 157, 255, col, col, 0.7);
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#else
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Draw_Character (x_value, y_value, 157);
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#endif
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}
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}
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else if (crosshair.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
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else if (crosshair.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
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{
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{
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#ifdef VITA
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Draw_CharacterRGBA ((vid.width - 8)/4/* + crosshair_x*/, (vid.height - 8)*3/4/* + crosshair_y*/, '.', 255, col, col, 0.7);
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Draw_CharacterRGBA ((vid.width - 8)/4/* + crosshair_x*/, (vid.height - 8)*3/4/* + crosshair_y*/, '.', 255, col, col, 0.7);
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#else
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Draw_Character ((vid.width - 8)/4/* + crosshair_x*/, (vid.height - 8)*3/4/* + crosshair_y*/, '.');
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#endif
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}
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}
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if (cl.stats[STAT_ZOOM] == 2) {
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if (cl.stats[STAT_ZOOM] == 2) {
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#ifdef VITA
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#ifdef VITA
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