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7109ce4e30
The base palette can be set via .def files so that the engine has no access to it until the entire game state is set up. This means that font translations and PNG palette remap tables cannot be built when the owning objects are created. For PNGs this has the added advantage that they only get done when really required and not unconditionally - most of the time the remap table isn't even needed here. Thid fixes the slider graphics in the option menus. # Conflicts: # source/core/gamecontrol.cpp # Conflicts: # source/core/gamecontrol.cpp
217 lines
6.2 KiB
C++
217 lines
6.2 KiB
C++
/*
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** v_font.cpp
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** Font management
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2005-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "v_font.h"
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#include "textures.h"
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#include "image.h"
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#include "fontchars.h"
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#include "texturemanager.h"
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#include "fontinternals.h"
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// Essentially a normal multilump font but with an explicit list of character patches
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class FSpecialFont : public FFont
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{
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public:
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FSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
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void LoadTranslations();
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protected:
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bool notranslate[256];
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};
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//==========================================================================
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//
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// FSpecialFont :: FSpecialFont
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//
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//==========================================================================
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FSpecialFont::FSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
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: FFont(lump)
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{
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int i;
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TArray<FGameTexture *> charlumps(count, true);
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int maxyoffs;
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FGameTexture *pic;
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memcpy(this->notranslate, notranslate, 256*sizeof(bool));
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noTranslate = donttranslate;
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FontName = name;
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Chars.Resize(count);
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FirstChar = first;
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LastChar = first + count - 1;
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FontHeight = 0;
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GlobalKerning = false;
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Next = FirstFont;
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FirstFont = this;
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maxyoffs = 0;
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for (i = 0; i < count; i++)
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{
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pic = charlumps[i] = lumplist[i];
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if (pic != nullptr)
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{
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int height = (int)pic->GetDisplayHeight();
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int yoffs = (int)pic->GetDisplayTopOffset();
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if (yoffs > maxyoffs)
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{
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maxyoffs = yoffs;
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}
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height += abs (yoffs);
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if (height > FontHeight)
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{
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FontHeight = height;
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}
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}
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if (charlumps[i] != nullptr)
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{
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auto pic = charlumps[i];
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Chars[i].OriginalPic = MakeGameTexture(pic->GetTexture(), nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic->CopySize(pic);
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TexMan.AddGameTexture(Chars[i].OriginalPic);
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if (!noTranslate)
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{
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1 (charlumps[i]->GetTexture()->GetImage())), nullptr, ETextureType::FontChar);
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Chars[i].TranslatedPic->CopySize(charlumps[i]);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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else Chars[i].TranslatedPic = Chars[i].OriginalPic;
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Chars[i].XMove = (int)Chars[i].TranslatedPic->GetDisplayWidth();
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}
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else
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{
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Chars[i].TranslatedPic = nullptr;
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Chars[i].XMove = INT_MIN;
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}
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}
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// Special fonts normally don't have all characters so be careful here!
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if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].TranslatedPic != nullptr)
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{
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SpaceWidth = (Chars['N' - first].XMove + 1) / 2;
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}
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else
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{
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SpaceWidth = 4;
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}
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FixXMoves();
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if (noTranslate)
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{
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ActiveColors = 0;
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}
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}
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//==========================================================================
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//
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// FSpecialFont :: LoadTranslations
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//
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//==========================================================================
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void FSpecialFont::LoadTranslations()
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{
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int count = LastChar - FirstChar + 1;
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uint32_t usedcolors[256] = {};
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uint8_t identity[256];
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TArray<double> Luminosity;
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int TotalColors;
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int i;
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for (i = 0; i < count; i++)
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{
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if (Chars[i].TranslatedPic)
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{
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FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetTexture()->GetImage());
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if (pic)
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{
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pic->SetSourceRemap(nullptr); // Force the FFontChar1 to return the same pixels as the base texture
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RecordTextureColors(pic, usedcolors);
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}
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}
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}
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// exclude the non-translated colors from the translation calculation
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for (i = 0; i < 256; i++)
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if (notranslate[i])
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usedcolors[i] = false;
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TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, Luminosity);
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// Map all untranslated colors into the table of used colors
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for (i = 0; i < 256; i++)
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{
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if (notranslate[i])
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{
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PatchRemap[i] = TotalColors;
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identity[TotalColors] = i;
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TotalColors++;
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}
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}
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for (i = 0; i < count; i++)
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{
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if(Chars[i].TranslatedPic)
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static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetTexture()->GetImage())->SetSourceRemap(PatchRemap);
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}
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BuildTranslations(Luminosity.Data(), identity, &TranslationParms[0][0], TotalColors, nullptr, [=](FRemapTable* remap)
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{
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// add the untranslated colors to the Ranges tables
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if (ActiveColors < TotalColors)
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{
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for (int j = ActiveColors; j < TotalColors; ++j)
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{
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remap->Remap[j] = identity[j];
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remap->Palette[j] = GPalette.BaseColors[identity[j]];
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remap->Palette[j].a = 0xff;
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}
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}
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});
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ActiveColors = TotalColors;
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}
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FFont *CreateSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
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{
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return new FSpecialFont(name, first, count, lumplist, notranslate, lump, donttranslate);
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}
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