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engine.c: add tile offset debugging code guarded by DEBUG_TILEOFFSETS.
Also, update test_tileoffsets.map with a new 'dimension': cstat 128 (sprite centering). It has an issue in Polymer marked with a silver D. git-svn-id: https://svn.eduke32.com/eduke32@3777 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -58,6 +58,7 @@ L_State g_engState;
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#define HIGH_PRECISION_SPRITE
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#define MULTI_COLUMN_VLINE
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//#define DEBUG_TILESIZY_512
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//#define DEBUG_TILEOFFSETS
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#if !defined DEBUG_MAIN_ARRAYS
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const int32_t engine_main_arrays_are_static = 0; // for Lunatic
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@ -11126,6 +11127,24 @@ void loadtile(int16_t tilenume)
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p[i] = i;
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}
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#endif
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#ifdef DEBUG_TILEOFFSETS
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// Add some dark blue marker lines to STEAM and CEILINGSTEAM.
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// See test_tileoffsets.map.
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if (tilenume==1250 || tilenume==1255)
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{
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char *p = (char *)waloff[tilenume];
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p[0] = p[1] = p[2] = p[3] = 254;
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}
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// Add some offset to the cocktail glass neon sign. It's more asymmetric
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// than the steam, and thus more suited to debugging the spatial
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// orientation of drawn sprites.
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if (tilenume==1008)
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{
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picanm[tilenume].xofs = 8;
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picanm[tilenume].yofs = 12;
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}
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#endif
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}
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//
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