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Remove pdupx/y and just use sdupx/y for everything, thanks Inuyasha
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0726dbe018
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1 changed files with 3 additions and 5 deletions
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@ -656,7 +656,7 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
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{
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{
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FOutVector v[4];
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FOutVector v[4];
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FSurfaceInfo Surf;
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FSurfaceInfo Surf;
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float sdupx, sdupy, pdupx, pdupy;
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float sdupx, sdupy;
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if (w < 0 || h < 0)
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if (w < 0 || h < 0)
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return; // consistency w/ software
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return; // consistency w/ software
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@ -667,16 +667,14 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
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// 0--1
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// 0--1
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sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
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sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
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sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
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sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
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pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
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pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
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if (color & V_NOSCALESTART)
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if (color & V_NOSCALESTART)
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sdupx = sdupy = 2.0f;
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sdupx = sdupy = 2.0f;
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v[0].x = v[3].x = (x*sdupx)/vid.width - 1;
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v[0].x = v[3].x = (x*sdupx)/vid.width - 1;
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v[2].x = v[1].x = (x*sdupx + w*pdupx)/vid.width - 1;
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v[2].x = v[1].x = (x*sdupx + w*sdupx)/vid.width - 1;
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v[0].y = v[1].y = 1-(y*sdupy)/vid.height;
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v[0].y = v[1].y = 1-(y*sdupy)/vid.height;
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v[2].y = v[3].y = 1-(y*sdupy + h*pdupy)/vid.height;
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v[2].y = v[3].y = 1-(y*sdupy + h*sdupy)/vid.height;
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//Hurdler: do we still use this argb color? if not, we should remove it
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//Hurdler: do we still use this argb color? if not, we should remove it
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v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;
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v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;
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