mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
Fixed merge conflicts and removed PSPF_FLIP now that it's already in ZDoom.
This commit is contained in:
commit
3f50eac145
7 changed files with 227 additions and 35 deletions
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@ -111,14 +111,16 @@ END_POINTERS
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//------------------------------------------------------------------------
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DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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: x(.0), y(.0),
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oldx(.0), oldy(.0),
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firstTic(true),
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Flags(0),
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Caller(caller),
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Owner(owner),
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ID(id),
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processPending(true)
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: x(.0), y(.0),
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oldx(.0), oldy(.0),
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alpha(1.),
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firstTic(true),
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Flags(0),
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Caller(caller),
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Owner(owner),
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ID(id),
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processPending(true),
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RenderStyle(STYLE_Normal)
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{
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DPSprite *prev = nullptr;
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DPSprite *next = Owner->psprites;
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@ -967,7 +969,7 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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player_t *player = self->player;
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DPSprite *psp;
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if (player && (player->playerstate != PST_DEAD))
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if (player)
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{
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psp = player->FindPSprite(layer);
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@ -1101,18 +1103,76 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayY)
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// Because non-action functions cannot acquire the ID of the overlay...
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, OverlayID)
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayAlpha)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT(layer);
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PARAM_FLOAT(alphaset);
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if (ACTION_CALL_FROM_PSPRITE())
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{
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ACTION_RETURN_INT(stateinfo->mPSPIndex);
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}
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ACTION_RETURN_INT(0);
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if (self->player == nullptr)
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return 0;
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DPSprite *pspr = self->player->FindPSprite(layer);
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if (pspr == nullptr)
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return 0;
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pspr->alpha = clamp<double>(alphaset, 0.0, 1.0);
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return 0;
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}
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// NON-ACTION function to get the overlay alpha of a layer.
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DEFINE_ACTION_FUNCTION(AActor, OverlayAlpha)
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{
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if (numret > 0)
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{
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assert(ret != nullptr);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(layer);
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if (self->player == nullptr)
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return 0;
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DPSprite *pspr = self->player->FindPSprite(layer);
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if (pspr == nullptr)
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{
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ret->SetFloat(0.0);
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}
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else
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{
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ret->SetFloat(pspr->alpha);
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}
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return 1;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayRenderStyle
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayRenderStyle)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT(layer);
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PARAM_INT(style);
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if (self->player == nullptr)
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return 0;
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DPSprite *pspr = self->player->FindPSprite(layer);
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if (pspr == nullptr || style >= STYLE_Count)
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return 0;
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pspr->RenderStyle = style;
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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@ -1529,7 +1589,8 @@ void DPSprite::Serialize(FSerializer &arc)
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("x", x)
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("y", y)
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("oldx", oldx)
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("oldy", oldy);
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("oldy", oldy)
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("alpha", alpha);
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}
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//------------------------------------------------------------------------
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17
src/p_pspr.h
17
src/p_pspr.h
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@ -53,11 +53,15 @@ enum PSPLayers
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enum PSPFlags
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{
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PSPF_ADDWEAPON = 1 << 0,
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PSPF_ADDBOB = 1 << 1,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_CVARFAST = 1 << 3,
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PSPF_FLIP = 1 << 6,
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PSPF_ADDWEAPON = 1 << 0,
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PSPF_ADDBOB = 1 << 1,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_CVARFAST = 1 << 3,
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PSPF_ALPHA = 1 << 4,
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PSPF_RENDERSTYLE = 1 << 5,
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PSPF_FLIP = 1 << 6,
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PSPF_FORCEALPHA = 1 << 7,
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PSPF_FORCESTYLE = 1 << 8,
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};
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class DPSprite : public DObject
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@ -78,11 +82,12 @@ public:
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AActor* GetCaller() { return Caller; }
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void SetCaller(AActor *newcaller) { Caller = newcaller; }
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double x, y;
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double x, y, alpha;
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double oldx, oldy;
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bool firstTic;
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int Tics;
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int Flags;
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int RenderStyle;
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private:
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DPSprite () {}
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@ -125,6 +125,9 @@ enum ERenderFlags
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// Actors only: Ignore sector fade and fade to black. To fade to white,
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// combine this with STYLEF_InvertOverlay.
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STYLEF_FadeToBlack = 64,
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// Force alpha.
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STYLEF_ForceAlpha = 128,
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};
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union FRenderStyle
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@ -2373,7 +2373,11 @@ ESPSResult R_SetPatchStyle (FRenderStyle style, fixed_t alpha, int translation,
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color = 0;
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}
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if (style.Flags & STYLEF_TransSoulsAlpha)
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if (style.Flags & STYLEF_ForceAlpha)
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{
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alpha = clamp<fixed_t>(alpha, 0, OPAQUE);
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}
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else if (style.Flags & STYLEF_TransSoulsAlpha)
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{
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alpha = fixed_t(transsouls * OPAQUE);
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}
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122
src/r_things.cpp
122
src/r_things.cpp
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@ -1303,6 +1303,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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FTexture* tex;
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vissprite_t* vis;
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bool noaccel;
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double alpha = owner->Alpha;
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static TArray<vissprite_t> avis;
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if (avis.Size() < vispspindex + 1)
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@ -1326,7 +1327,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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flip = sprframe->Flip & 1;
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tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
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return;
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if (pspr->firstTic)
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@ -1363,10 +1364,10 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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tx += tex->GetScaledWidth();
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x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
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// off the left side
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if (x2 <= 0)
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return;
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return;
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// store information in a vissprite
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vis = &avis[vispspindex];
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@ -1404,6 +1405,8 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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vis->pic = tex;
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vis->ColormapNum = 0;
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// If flip is used, provided that it's not already flipped (that would just invert itself)
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// (It's an XOR...)
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if (!(flip) != !(pspr->Flags & PSPF_FLIP))
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{
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vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
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@ -1422,8 +1425,114 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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FDynamicColormap *colormap_to_use = nullptr;
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if (pspr->GetID() < PSP_TARGETCENTER)
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{
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vis->Style.Alpha = float(owner->Alpha);
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vis->Style.RenderStyle = owner->RenderStyle;
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// [MC] Set the render style
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if (pspr->Flags & PSPF_RENDERSTYLE)
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{
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const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
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if (pspr->Flags & PSPF_FORCESTYLE)
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{
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vis->Style.RenderStyle = LegacyRenderStyles[rs];
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
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vis->Style.RenderStyle.CheckFuzz();
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
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}
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else
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{
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vis->Style.RenderStyle = LegacyRenderStyles[rs];
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}
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}
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else
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{
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vis->Style.RenderStyle = owner->RenderStyle;
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}
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// Set the alpha based on if using the overlay's own or not. Also adjust
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// and override the alpha if not forced.
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if (pspr->Flags & PSPF_ALPHA)
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{
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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alpha = owner->Alpha;
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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FRenderStyle style = vis->Style.RenderStyle;
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style.CheckFuzz();
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switch (style.BlendOp)
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{
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default:
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alpha = pspr->alpha * owner->Alpha;
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break;
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case STYLEOP_Fuzz:
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case STYLEOP_Sub:
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alpha = owner->Alpha;
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break;
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}
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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alpha = owner->Alpha;
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
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{
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alpha = owner->Alpha * pspr->alpha;
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}
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else
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{
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alpha = owner->Alpha;
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}
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}
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// Should normal renderstyle come out on top at the end and we desire alpha,
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// switch it to translucent. Normal never applies any sort of alpha.
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if ((pspr->Flags & PSPF_ALPHA) &&
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
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vis->Style.Alpha < 1.0)
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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alpha = owner->Alpha * pspr->alpha;
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}
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// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
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// no matter what way it's changed.
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if (pspr->Flags & PSPF_FORCEALPHA)
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{
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//Due to lack of != operators...
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
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{ }
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else
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{
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alpha = pspr->alpha;
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vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha;
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}
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}
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vis->Style.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
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// Due to how some of the effects are handled, going to 0 or less causes some
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// weirdness to display. There's no point rendering it anyway if it's 0.
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if (vis->Style.Alpha <= 0.)
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return;
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//-----------------------------------------------------------------------------
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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@ -1522,7 +1631,6 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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{
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colormap_to_use = basecolormap;
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vis->Style.colormap = basecolormap->Maps;
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vis->Style.RenderStyle = STYLE_Normal;
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}
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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@ -1543,6 +1651,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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return;
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}
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}
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R_DrawVisSprite(vis);
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}
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@ -1657,6 +1766,7 @@ void R_DrawPlayerSprites ()
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// In this case let's simply not draw it to avoid crashing.
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if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
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{
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
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@ -61,6 +61,9 @@ ACTOR Actor native //: Thinker
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action native float OverlayX(int layer = 0);
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action native float OverlayY(int layer = 0);
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// Overlay Functions
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native float OverlayAlpha(int layer);
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// Action functions
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// Meh, MBF redundant functions. Only for DeHackEd support.
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action native A_Turn(float angle = 0);
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@ -343,7 +346,6 @@ ACTOR Actor native //: Thinker
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native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
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native state A_CheckRange(float distance, state label, bool two_dimension = false);
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action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
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action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
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action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
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action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
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@ -355,9 +357,12 @@ ACTOR Actor native //: Thinker
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action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
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action native bool A_Overlay(int layer, state start = "", bool nooverride = false);
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action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
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action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
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action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
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action native A_OverlayFlags(int layer, int flags, bool set);
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action native A_OverlayAlpha(int layer, float alphaset);
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action native A_OverlayRenderStyle(int layer, int style);
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native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
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native int ACS_NamedSuspend(name script, int mapnum=0);
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@ -594,11 +594,15 @@ enum
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// Flags for psprite layers
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enum
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{
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PSPF_ADDWEAPON = 1 << 0,
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PSPF_ADDBOB = 1 << 1,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_CVARFAST = 1 << 3,
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PSPF_FLIP = 1 << 6,
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PSPF_ADDWEAPON = 1 << 0,
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PSPF_ADDBOB = 1 << 1,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_CVARFAST = 1 << 3,
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PSPF_ALPHA = 1 << 4,
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PSPF_RENDERSTYLE = 1 << 5,
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PSPF_FLIP = 1 << 6,
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PSPF_FORCEALPHA = 1 << 7,
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PSPF_FORCESTYLE = 1 << 8,
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};
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// Default psprite layers
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