mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-12 08:00:55 +02:00
Switched in game rendering to OpenGL.
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@@ -1474,33 +1474,35 @@ bool Debug_Write_Shape(const char *file_name, void const * shapefile, int shapen
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/*
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** Build frame returns a pointer now instead of the shapes length
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*/
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char *shape_pointer = (char*) Build_Frame(shapefile , shapenum , _ShapeBuffer);
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if (shape_pointer == NULL) {
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return false;;
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}
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if (Get_Last_Frame_Length() > _ShapeBufferSize) {
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return false;;
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}
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int width = Get_Build_Frame_Width(shapefile);
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int height = Get_Build_Frame_Height(shapefile);
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GraphicBufferClass temp_gbuffer(width, height);
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GraphicViewPortClass temp_viewport(&temp_gbuffer, 0, 0, width, height);
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WindowList[WINDOW_CUSTOM][WINDOWX] = 0;
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WindowList[WINDOW_CUSTOM][WINDOWY] = 0;
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WindowList[WINDOW_CUSTOM][WINDOWWIDTH] = width;
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WindowList[WINDOW_CUSTOM][WINDOWHEIGHT] = height;
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static const char _shape_trans = 0x40;
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if (flags == 0) {
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Buffer_Frame_To_Page(0, 0, width, height, shape_pointer, temp_viewport, SHAPE_NORMAL|SHAPE_WIN_REL|_shape_trans); //, ghostdata, predoffset);
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} else {
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Buffer_Frame_To_Page(0, 0, width, height, shape_pointer, temp_viewport, flags, ghostdata);
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}
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Write_PCX_File((char*)file_name, temp_viewport, (unsigned char*)GamePalette.Get_Data());
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// jmarshall - do we need this?
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//char *shape_pointer = (char*) Build_Frame(shapefile , shapenum , _ShapeBuffer);
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//if (shape_pointer == NULL) {
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// return false;;
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//}
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//if (Get_Last_Frame_Length() > _ShapeBufferSize) {
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// return false;;
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//}
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//
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//int width = Get_Build_Frame_Width(shapefile);
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//int height = Get_Build_Frame_Height(shapefile);
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//
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//GraphicBufferClass temp_gbuffer(width, height);
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//GraphicViewPortClass temp_viewport(&temp_gbuffer, 0, 0, width, height);
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//
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//WindowList[WINDOW_CUSTOM][WINDOWX] = 0;
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//WindowList[WINDOW_CUSTOM][WINDOWY] = 0;
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//WindowList[WINDOW_CUSTOM][WINDOWWIDTH] = width;
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//WindowList[WINDOW_CUSTOM][WINDOWHEIGHT] = height;
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//
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//static const char _shape_trans = 0x40;
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//
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//if (flags == 0) {
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// Buffer_Frame_To_Page(0, 0, width, height, shape_pointer, temp_viewport, SHAPE_NORMAL|SHAPE_WIN_REL|_shape_trans); //, ghostdata, predoffset);
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//} else {
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// Buffer_Frame_To_Page(0, 0, width, height, shape_pointer, temp_viewport, flags, ghostdata);
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//}
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//Write_PCX_File((char*)file_name, temp_viewport, (unsigned char*)GamePalette.Get_Data());
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// jmarshall end
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return true;
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}
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