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- Blood: Add interpolation repair for kQAVCANDOWN
(res_id: 11).
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1 changed files with 24 additions and 0 deletions
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@ -366,6 +366,27 @@ void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, doub
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}
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}
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static void qavRepairTileData(QAV* pQAV)
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{
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int i, j, lastframe;
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switch (pQAV->res_id)
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{
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case kQAVCANDOWN:
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// CANDOWN interpolates fine, but the starting frame in bringing the can down is lower than the can while idle.
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// Do linear interpolation from 2nd last frame through to first frame, ending with coordinates of CANIDLE.
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lastframe = pQAV->nFrames - 1;
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for (i = lastframe, j = 0; i >= 0; i--, j++)
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{
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pQAV->frames[j].tiles[2].x = xs_CRoundToInt(pQAV->frames[lastframe].tiles[2].x - (double(pQAV->frames[lastframe].tiles[2].x - 11) / lastframe) * i);
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pQAV->frames[j].tiles[2].y = xs_CRoundToInt(pQAV->frames[lastframe].tiles[2].y - (double(pQAV->frames[lastframe].tiles[2].y - -28) / lastframe) * i);
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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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}
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// This is to eliminate a huge design issue in NBlood that was apparently copied verbatim from the DOS-Version.
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// Sequences were cached in the resource and directly returned from there in writable form, with byte swapping directly performed in the cache on Big Endian systems.
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@ -428,6 +449,9 @@ QAV* getQAV(int res_id)
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qavdata->res_id = res_id;
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qavdata->ticrate = 120. / qavdata->ticksPerFrame;
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// Repair tile data here for now until we export all repaired QAVs.
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qavRepairTileData(qavdata);
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// Build QAVInterpProps struct here for now until we get DEF loading going.
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qavBuildInterpProps(qavdata);
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