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- draw all overlay elements on the game screen.
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2 changed files with 4 additions and 19 deletions
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@ -75,9 +75,9 @@ void displayloogie(short snum)
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z = 4096 + ((ps[snum].loogcnt + i) << 9);
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x = (-getavel(snum)) + (sintable[((ps[snum].loogcnt + i) << 6) & 2047] >> 10);
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rotatesprite(
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hud_drawsprite(
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(ps[snum].loogiex[i] + x) << 16, (200 + ps[snum].loogiey[i] - y) << 16, z - (i << 8), 256 - a,
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LOOGIE, 0, 0, 2, 0, 0, xdim - 1, ydim - 1);
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LOOGIE, 0, 0, 2);
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}
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}
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@ -110,10 +110,10 @@ int animatefist(int gs, int snum)
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else
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fistpal = sector[ps[snum].cursectnum].floorpal;
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rotatesprite(
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hud_drawsprite(
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(-fisti + 222 + (getavel(snum) >> 4)) << 16,
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(looking_arc + fistz) << 16,
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fistzoom, 0, FIST, gs, fistpal, 2, 0, 0, xdim - 1, ydim - 1);
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fistzoom, 0, FIST, gs, fistpal, 2);
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return 1;
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}
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@ -63,21 +63,6 @@ inline bool AFLAMABLE(int X)
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// NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS
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//
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// rotatesprite flags
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#define ROTATE_SPRITE_TRANSLUCENT (BIT(0))
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#define ROTATE_SPRITE_VIEW_CLIP (BIT(1)) // clip to view
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#define ROTATE_SPRITE_YFLIP (BIT(2))
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#define ROTATE_SPRITE_IGNORE_START_MOST (BIT(3)) // don't clip to startumost
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#define ROTATE_SPRITE_SCREEN_CLIP (BIT(1)|BIT(3)) // use window
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#define ROTATE_SPRITE_CORNER (BIT(4)) // place sprite from upper left corner
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#define ROTATE_SPRITE_TRANS_FLIP (BIT(5))
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#define ROTATE_SPRITE_NON_MASK (BIT(6)) // non masked sprites
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#define ROTATE_SPRITE_ALL_PAGES (BIT(7)) // copies to all pages
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#define RS_SCALE BIT(16)
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//cstat, bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
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// bit 1: 1 = 50/50 transluscence, 0 = normal "T"
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// bit 2: 1 = x-flipped, 0 = normal "F"
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