mirror of
https://github.com/ZDoom/Raze.git
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303 lines
8.1 KiB
C++
303 lines
8.1 KiB
C++
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "compat.h"
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#include "build.h"
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#include "exhumed.h"
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#include "menu.h"
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#include "names.h"
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#include "engine.h"
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#include "c_bind.h"
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#include "status.h"
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#include "sound.h"
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#include "names.h"
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#include "ps_input.h"
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#include "view.h"
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#include "raze_sound.h"
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#include "menu.h"
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#include "v_2ddrawer.h"
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#include "v_font.h"
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#include "texturemanager.h"
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#include "gamestate.h"
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#include "multipatchtexture.h"
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#include "screenjob.h"
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#include "sequence.h"
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#include <string>
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#include <assert.h>
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BEGIN_PS_NS
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int SyncScreenJob()
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{
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while (gamestate == GS_INTERMISSION || gamestate == GS_INTRO)
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{
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UpdateSounds();
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HandleAsync();
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updatePauseStatus();
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D_ProcessEvents();
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ControlInfo info;
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CONTROL_GetInput(&info);
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C_RunDelayedCommands();
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RunScreenJobFrame(); // This handles continuation through its completion callback.
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videoNextPage();
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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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//
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//
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//---------------------------------------------------------------------------
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void InitFonts()
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{
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GlyphSet fontdata;
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fontdata.Insert(127, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
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auto tile = tileGetTexture(159);
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auto pixels = tile->GetTexture()->Get8BitPixels(false);
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// Convert the sheet font to a proportional font by checking the actual character sizes.
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for (int i = 1; i < 128; i++)
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{
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int xpos = (i % 16) * 8;
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int ypos = (i / 16) * 8;
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bool rowset[8]{};
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for (int x = 0; x < 8; x++)
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{
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for (int y = 0; y < 8; y++)
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{
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int pixel = pixels[xpos + x + 128 * (ypos + y)];
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if (pixel)
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{
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rowset[x] = true;
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break;
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}
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}
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}
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int left = 0;
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int right = 7;
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/* probably not such a good idea after all...
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while (left <= right)
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{
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bool didit = false;
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if (!rowset[left]) left++, didit = true;
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if (!rowset[right]) right--, didit = true;
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if (!didit) break;
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}*/
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if (left < right)
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{
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xpos += left;
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int width = right - left + 1;
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int height = 8;
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TArray<TexPartBuild> part(1, true);
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part[0].OriginX = -xpos;
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part[0].OriginY = -ypos;
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part[0].TexImage = static_cast<FImageTexture*>(tile->GetTexture());
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FMultiPatchTexture* image = new FMultiPatchTexture(width, height, part, false, false);
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FImageTexture* tex = new FImageTexture(image);
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auto gtex = MakeGameTexture(tex, nullptr, ETextureType::FontChar);
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gtex->SetWorldPanning(true);
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gtex->SetOffsets(0, 0, 0);
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gtex->SetOffsets(1, 0, 0);
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TexMan.AddGameTexture(gtex);
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fontdata.Insert(i, gtex);
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}
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}
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SmallFont2 = new ::FFont("SmallFont2", nullptr, "defsmallfont2", 0, 0, 0, -1, 4, false, false, false, &fontdata);
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SmallFont2->SetKerning(1);
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fontdata.Clear();
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for (int i = 0; i < 26; i++)
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{
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fontdata.Insert('A' + i, tileGetTexture(3522 + i));
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}
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for (int i = 0; i < 10; i++)
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{
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fontdata.Insert('0' + i, tileGetTexture(3555 + i));
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}
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fontdata.Insert('.', tileGetTexture(3548));
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fontdata.Insert('!', tileGetTexture(3549));
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fontdata.Insert('?', tileGetTexture(3550));
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fontdata.Insert(',', tileGetTexture(3551));
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fontdata.Insert('`', tileGetTexture(3552));
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fontdata.Insert('"', tileGetTexture(3553));
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fontdata.Insert('-', tileGetTexture(3554));
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fontdata.Insert('_', tileGetTexture(3554));
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fontdata.Insert(127, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
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GlyphSet::Iterator it(fontdata);
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GlyphSet::Pair* pair;
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while (it.NextPair(pair)) pair->Value->SetOffsetsNotForFont();
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SmallFont = new ::FFont("SmallFont", nullptr, "defsmallfont", 0, 0, 0, -1, 4, false, false, false, &fontdata);
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SmallFont->SetKerning(1);
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fontdata.Clear();
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DScreenJob *PlayMovie(const char* fileName);
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void DoTitle(CompletionFunc completion)
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{
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JobDesc jobs[5];
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int job = 0;
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jobs[job++] = { Create<DImageScreen>(tileGetTexture(EXHUMED ? kTileBMGLogo : kTilePIELogo), DScreenJob::fadein | DScreenJob::fadeout) };
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jobs[job++] = { Create<DImageScreen>(tileGetTexture(seq_GetSeqPicnum(kSeqScreens, 0, 0)), DScreenJob::fadein | DScreenJob::fadeout) };
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jobs[job++] = { PlayMovie("book.mov") };
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RunScreenJob(jobs, job, completion);
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#if 0
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short skullDurations[] = { 6, 25, 43, 50, 68, 78, 101, 111, 134, 158, 173, 230, 6000 };
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videoSetViewableArea(0, 0, xdim - 1, ydim - 1);
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if (videoGetRenderMode() == REND_CLASSIC)
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FadeOut(0);
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GrabPalette();
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PlayLocalSound(StaticSound[59], 0, true, CHANF_UI);
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EraseScreen(4);
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playCDtrack(19, true);
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videoNextPage();
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FadeIn();
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WaitVBL();
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int String_Copyright = FindGString("COPYRIGHT");
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const char* a = gString[String_Copyright];
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const char* b = gString[String_Copyright + 1];
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menu_DoPlasma();
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int nTile = kSkullHead;
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overwritesprite(160, 100, kSkullHead, 0, 3, kPalNormal);
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overwritesprite(161, 130, kSkullJaw, 0, 3, kPalNormal);
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videoNextPage();
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WaitNoKey(2, KeyFn1);
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if (time(0) & 0xF) {
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PlayGameOverSound();
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}
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else {
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PlayLocalSound(StaticSound[61], 0, false, CHANF_UI);
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}
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int nStartTime = (int)totalclock;
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int nCount = 0;
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int var_18 = (int)totalclock + skullDurations[0];
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int var_4 = 0;
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int esi = 130;
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inputState.ClearAllInput();
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while (LocalSoundPlaying())
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{
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HandleAsync();
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if (inputState.CheckAllInput()) break;
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menu_DoPlasma();
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overwritesprite(160, 100, nTile, 0, 3, kPalNormal);
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int nStringWidth = MyGetStringWidth(a);
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int y = 200 - 24;
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myprintext((320 / 2 - nStringWidth / 2), y, a, 0);
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nStringWidth = MyGetStringWidth(b);
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y = 200 - 16;
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myprintext((320 / 2 - nStringWidth / 2), y, b, 0);
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if ((int)totalclock > var_18)
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{
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nCount++;
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if (nCount > 12) break;
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var_18 = nStartTime + skullDurations[nCount];
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var_4 = var_4 == 0;
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}
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short nTile = kSkullJaw;
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if (var_4)
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{
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if (esi >= 135) {
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nTile = kTile3583;
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}
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else {
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esi += 5;
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}
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}
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else if (esi <= 130)
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{
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esi = 130;
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}
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else
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{
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esi -= 2;
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}
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y = 0;
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if (nTile == kTile3583)
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{
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y = 131;
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}
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else
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{
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y = esi;
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if (y > 135) {
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y = 135;
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}
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}
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overwritesprite(161, y, nTile, 0, 3, kPalNormal);
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videoNextPage();
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}
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WaitNoKey(1, KeyFn1);
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#endif
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}
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END_PS_NS
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