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Blood: fix sprite rendering glitch related to ROR
# Conflicts: # source/blood/src/view.cpp
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1 changed files with 6 additions and 2 deletions
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@ -3299,9 +3299,12 @@ void viewDrawScreen(bool sceneonly)
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if (ror_status[i] != TestBitString(gotpic, 4080 + i))
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do_ror_hack = true;
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if (do_ror_hack)
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{
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spritesortcnt = 0;
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goto RORHACKOTHER;
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memcpy(otherMirrorGotpic, gotpic + 510, 2);
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memcpy(gotpic + 510, bakMirrorGotpic, 2);
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}
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memcpy(otherMirrorGotpic, gotpic+510, 2);
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memcpy(gotpic+510, bakMirrorGotpic, 2);
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viewProcessSprites(vd8, vd4, vd0, v50, gInterpolate);
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renderDrawMasks();
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screen->FinishScene();
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@ -3390,6 +3393,7 @@ void viewDrawScreen(bool sceneonly)
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if (do_ror_hack)
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{
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gView->pSprite->cstat = bakCstat;
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spritesortcnt = 0;
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goto RORHACK;
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}
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sub_5571C(1);
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