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- SW's automap sprite drawer.
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3 changed files with 205 additions and 2 deletions
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@ -401,11 +401,10 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang)
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{
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{
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int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
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int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
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int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
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int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
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int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
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int xrepeat, yrepeat, tilenum, daang;
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int xvect, yvect, xvect2, yvect2;
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int xvect, yvect, xvect2, yvect2;
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int p;
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int p;
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PalEntry col;
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PalEntry col;
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walltype* wal, * wal2;
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spritetype* spr;
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spritetype* spr;
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xvect = sintable[(-cang) & 2047] * czoom;
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xvect = sintable[(-cang) & 2047] * czoom;
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@ -1872,4 +1872,207 @@ bool GameInterface::GenerateSavePic()
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}
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}
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bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang)
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{
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int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
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int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
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int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
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int xvect, yvect, xvect2, yvect2;
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walltype* wal, * wal2;
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spritetype* spr;
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short p;
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static int pspr_ndx[8] = { 0,0,0,0,0,0,0,0 };
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bool sprisplayer = false;
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short txt_x, txt_y;
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xvect = sintable[(2048 - cang) & 2047] * czoom;
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yvect = sintable[(1536 - cang) & 2047] * czoom;
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xvect2 = mulscale16(xvect, yxaspect);
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yvect2 = mulscale16(yvect, yxaspect);
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// Draw sprites
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k = Player[screenpeek].PlayerSprite;
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for (i = 0; i < numsectors; i++)
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for (j = headspritesect[i]; j >= 0; j = nextspritesect[j])
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{
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for (p = connecthead; p >= 0; p = connectpoint2[p])
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{
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if (Player[p].PlayerSprite == j)
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{
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if (sprite[Player[p].PlayerSprite].xvel > 16)
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pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
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sprisplayer = TRUE;
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goto SHOWSPRITE;
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}
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}
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if (gFullMap || show2dsprite[j])
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{
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SHOWSPRITE:
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spr = &sprite[j];
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PalEntry col = GPalette.BaseColors[56]; // 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
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if ((spr->cstat & 1) > 0)
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col = GPalette.BaseColors[248];
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if (j == k)
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col = GPalette.BaseColors[31];
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sprx = spr->x;
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spry = spr->y;
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k = spr->statnum;
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if ((k >= 1) && (k <= 8) && (k != 2)) // Interpolate moving
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{
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sprx = sprite[j].x;
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spry = sprite[j].y;
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}
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switch (spr->cstat & 48)
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{
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case 0: // Regular sprite
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if (Player[p].PlayerSprite == j)
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{
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ox = sprx - cposx;
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oy = spry - cposy;
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x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
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y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
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if (((gotsector[i >> 3] & (1 << (i & 7))) > 0) && (czoom > 192))
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{
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daang = (spr->ang - cang) & 2047;
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// Special case tiles
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if (spr->picnum == 3123) break;
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int spnum = -1;
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if (sprisplayer)
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{
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if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)
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spnum = 1196 + pspr_ndx[myconnectindex];
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}
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else spnum = spr->picnum;
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double xd = ((x1 << 4) + (xdim << 15)) / 65536.;
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double yd = ((y1 << 4) + (ydim << 15)) / 65536.;
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double sc = mulscale16(czoom * (spr->yrepeat), yxaspect) / 32768.;
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if (spnum >= 0)
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{
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DrawTexture(twod, tileGetTexture(5407, true), xd, yd, DTA_ScaleX, sc, DTA_ScaleY, sc, DTA_Rotate, daang * (-360. / 2048),
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DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, spr->pal), DTA_Color, shadeToLight(spr->shade),
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DTA_Alpha, (spr->cstat & 2) ? 0.33 : 1., TAG_DONE);
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}
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}
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}
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break;
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case 16: // Rotated sprite
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x1 = sprx;
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y1 = spry;
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tilenum = spr->picnum;
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xoff = (int)tileLeftOffset(tilenum) + (int)spr->xoffset;
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if ((spr->cstat & 4) > 0)
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xoff = -xoff;
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k = spr->ang;
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l = spr->xrepeat;
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dax = sintable[k & 2047] * l;
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day = sintable[(k + 1536) & 2047] * l;
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l = tilesiz[tilenum].x;
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k = (l >> 1) + xoff;
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x1 -= mulscale16(dax, k);
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x2 = x1 + mulscale16(dax, l);
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y1 -= mulscale16(day, k);
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y2 = y1 + mulscale16(day, l);
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ox = x1 - cposx;
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oy = y1 - cposy;
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x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
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y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
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ox = x2 - cposx;
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oy = y2 - cposy;
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x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
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y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
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drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
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x2 + (xdim << 11), y2 + (ydim << 11), col);
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break;
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case 32: // Floor sprite
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if (automapMode == am_overlay)
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{
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tilenum = spr->picnum;
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xoff = (int)tileLeftOffset(tilenum) + (int)spr->xoffset;
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yoff = (int)tileTopOffset(tilenum) + (int)spr->yoffset;
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if ((spr->cstat & 4) > 0)
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xoff = -xoff;
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if ((spr->cstat & 8) > 0)
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yoff = -yoff;
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k = spr->ang;
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cosang = sintable[(k + 512) & 2047];
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sinang = sintable[k];
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xspan = tilesiz[tilenum].x;
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xrepeat = spr->xrepeat;
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yspan = tilesiz[tilenum].y;
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yrepeat = spr->yrepeat;
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dax = ((xspan >> 1) + xoff) * xrepeat;
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day = ((yspan >> 1) + yoff) * yrepeat;
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x1 = sprx + mulscale16(sinang, dax) + mulscale16(cosang, day);
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y1 = spry + mulscale16(sinang, day) - mulscale16(cosang, dax);
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l = xspan * xrepeat;
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x2 = x1 - mulscale16(sinang, l);
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y2 = y1 + mulscale16(cosang, l);
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l = yspan * yrepeat;
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k = -mulscale16(cosang, l);
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x3 = x2 + k;
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x4 = x1 + k;
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k = -mulscale16(sinang, l);
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y3 = y2 + k;
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y4 = y1 + k;
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ox = x1 - cposx;
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oy = y1 - cposy;
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x1 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
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y1 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
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ox = x2 - cposx;
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oy = y2 - cposy;
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x2 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
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y2 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
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ox = x3 - cposx;
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oy = y3 - cposy;
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x3 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
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y3 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
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ox = x4 - cposx;
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oy = y4 - cposy;
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x4 = mulscale16(ox, xvect) - mulscale16(oy, yvect);
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y4 = mulscale16(oy, xvect2) + mulscale16(ox, yvect2);
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drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
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x2 + (xdim << 11), y2 + (ydim << 11), col);
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drawlinergb(x2 + (xdim << 11), y2 + (ydim << 11),
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x3 + (xdim << 11), y3 + (ydim << 11), col);
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drawlinergb(x3 + (xdim << 11), y3 + (ydim << 11),
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x4 + (xdim << 11), y4 + (ydim << 11), col);
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drawlinergb(x4 + (xdim << 11), y4 + (ydim << 11),
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x1 + (xdim << 11), y1 + (ydim << 11), col);
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}
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break;
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}
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}
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}
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return true;
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}
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END_SW_NS
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END_SW_NS
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@ -2212,6 +2212,7 @@ struct GameInterface : ::GameInterface
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void LevelCompleted(MapRecord *map, int skill) override;
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void LevelCompleted(MapRecord *map, int skill) override;
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void NextLevel(MapRecord *map, int skill) override;
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void NextLevel(MapRecord *map, int skill) override;
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void NewGame(MapRecord *map, int skill) override;
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void NewGame(MapRecord *map, int skill) override;
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bool DrawAutomapPlayer(int x, int y, int z, int a) override;
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GameStats getStats() override;
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GameStats getStats() override;
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