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- Blood: Add interpolation repair for kQAVREMDOWN1
(res_id: 33).
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@ -631,6 +631,39 @@ static void qavRepairTileData(QAV* pQAV)
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pQAV->frames[1].tiles[3].x += pQAV->frames[1].tiles[1].x - pQAV->frames[2].tiles[1].x;
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pQAV->frames[1].tiles[3].y += pQAV->frames[1].tiles[1].y - pQAV->frames[2].tiles[1].y;
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break;
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case kQAVREMDOWN1:
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// REMDOWN1 has several tile indices that require repairs to avoid needing its own interpolation callback.
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// Additionally, there are missing frames crucial to a proper interpolation experience.
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// For frame 1, move tile index 2 and 3 around.
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backup = pQAV->frames[1].tiles[2];
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pQAV->frames[1].tiles[2] = pQAV->frames[1].tiles[3];
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pQAV->frames[1].tiles[3] = backup;
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// For frame 0, clone frame 1 tile index 3 and adjust x/y coordinates
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// using difference between frame 0 and 1's tile index 1.
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pQAV->frames[0].tiles[3] = pQAV->frames[1].tiles[3];
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pQAV->frames[0].tiles[3].x += pQAV->frames[0].tiles[1].x - pQAV->frames[1].tiles[1].x;
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pQAV->frames[0].tiles[3].y += pQAV->frames[0].tiles[1].y - pQAV->frames[1].tiles[1].y;
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// For frame 4, move tile index 1 into 2.
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pQAV->frames[4].tiles[2] = pQAV->frames[4].tiles[1];
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// For frame 5, move tile index 0 into 2.
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pQAV->frames[5].tiles[2] = pQAV->frames[5].tiles[0];
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// Clone frame 3 tile index 0 and 1 into frames 4 and 5, and adjust x/y coordinates
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// using difference between frames 4 and 3 and 5 and 4 on looped tile index.
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for (i = 4; i < 6; i++)
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{
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for (j = 0; j < 2; j++)
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{
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pQAV->frames[i].tiles[j] = pQAV->frames[i - 1].tiles[j];
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pQAV->frames[i].tiles[j].x += pQAV->frames[i - 1].tiles[j].x - pQAV->frames[i - 2].tiles[j].x;
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pQAV->frames[i].tiles[j].y += pQAV->frames[i - 1].tiles[j].y - pQAV->frames[i - 2].tiles[j].y;
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}
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}
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break;
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default:
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return;
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}
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