mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-12 08:00:55 +02:00
Switched civilian building anims over to the TS SHP pipeline(from PNG) so the shadows work and such but for some reason these three civi buildings are more yellow need to look into that.
This commit is contained in:
+23
-24
@@ -468,6 +468,29 @@ void BuildingClass::Draw_It(int x, int y, WindowNumberType window) const
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** Actually draw the building shape.
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** Actually draw the building shape.
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*/
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*/
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IsTheaterShape = Class->IsTheater; //Let Build_Frame know if this is a theater specific shape
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IsTheaterShape = Class->IsTheater; //Let Build_Frame know if this is a theater specific shape
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// jmarshall - shadows are going to need to be done differently, but for now this will work.
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if (Get_Build_TS_Shape(shapefile) && hdimage == NULL)
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{
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CCGlobalShadowRender = true;
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{
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int shadowFrameOffset = Get_Build_Frame_Count(shapefile) / 2;
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Techno_Draw_Object(shapefile, shadowFrameOffset + Shape_Number(), x, y, window);
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}
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if (Class->IdleHasShadowFrames && Class->IdleAnimShape != NULL) {
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int shapeNum = animFrameNum;
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int maxframes = Get_Build_Frame_Count(Class->IdleAnimShape);
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if (Class->IdleAnimNonDamagedFrames != -1) {
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maxframes = Class->IdleAnimNonDamagedFrames;
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}
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shapeNum = shapeNum % maxframes;
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int shadowFrameOffset = Get_Build_Frame_Count(Class->IdleAnimShape) / 2;
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Techno_Draw_Object(Class->IdleAnimShape, shadowFrameOffset + shapeNum, x, y, window);
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}
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CCGlobalShadowRender = false;
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}
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// jmarshall end
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// jmarshall - added HD support & custom palette support.
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// jmarshall - added HD support & custom palette support.
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PaletteClass globalPal = CCPalette;
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PaletteClass globalPal = CCPalette;
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if(Class->CustomTheatrePalette[LastTheater] != NULL) {
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if(Class->CustomTheatrePalette[LastTheater] != NULL) {
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@@ -537,30 +560,6 @@ void BuildingClass::Draw_It(int x, int y, WindowNumberType window) const
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CCGlobalOveridePalette = NULL;
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CCGlobalOveridePalette = NULL;
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// jmarshall end
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// jmarshall end
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// jmarshall - shadows are going to need to be done differently, but for now this will work.
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if (Get_Build_TS_Shape(shapefile) && hdimage == NULL)
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{
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CCGlobalShadowRender = true;
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{
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int shadowFrameOffset = Get_Build_Frame_Count(shapefile) / 2;
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Techno_Draw_Object(shapefile, shadowFrameOffset + Shape_Number(), x, y, window);
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}
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if (Class->IdleHasShadowFrames && Class->IdleAnimShape != NULL) {
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int shapeNum = animFrameNum;
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int maxframes = Get_Build_Frame_Count(Class->IdleAnimShape);
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if (Class->IdleAnimNonDamagedFrames != -1) {
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maxframes = Class->IdleAnimNonDamagedFrames;
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}
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shapeNum = shapeNum % maxframes;
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int shadowFrameOffset = Get_Build_Frame_Count(Class->IdleAnimShape) / 2;
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Techno_Draw_Object(Class->IdleAnimShape, shadowFrameOffset + shapeNum, x, y, window);
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}
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CCGlobalShadowRender = false;
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}
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// jmarshall end
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IsTheaterShape = false;
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IsTheaterShape = false;
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/*
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/*
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@@ -3,42 +3,7 @@
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<TilesetTypeClass name="RA_Structures">
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<TilesetTypeClass name="RA_Structures">
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<RootTexturePath>Red_Alert\Structures</RootTexturePath>
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<RootTexturePath>Red_Alert\Structures</RootTexturePath>
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<Tiles>
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<Tiles>
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<Tile>
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<Key>
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<Name>ABAN01</Name>
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<Shape>0</Shape>
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</Key>
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<Value>
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<Frames>
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<Frame>ABAN04/aban04_0000.png</Frame>
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<Frame>ABAN04/aban04_0001.png</Frame>
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</Frames>
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</Value>
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</Tile>
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<Tile>
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<Key>
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<Name>ABAN02</Name>
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<Shape>0</Shape>
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</Key>
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<Value>
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<Frames>
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<Frame>ABAN05/aban12_0000.png</Frame>
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<Frame>ABAN05/aban12_0001.png</Frame>
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</Frames>
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</Value>
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</Tile>
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<Tile>
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<Key>
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<Name>ABAN03</Name>
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<Shape>0</Shape>
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</Key>
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<Value>
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<Frames>
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<Frame>ABAN06/aban06_0000.png</Frame>
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<Frame>ABAN06/aban06_0001.png</Frame>
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</Frames>
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</Value>
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</Tile>
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</Tiles>
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</Tiles>
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</TilesetTypeClass>
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</TilesetTypeClass>
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</Tilesets>
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</Tilesets>
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@@ -8,7 +8,7 @@
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[General]
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[General]
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; dev options
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; dev options
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FastBuild=0
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FastBuild=1
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; crates
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; crates
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CrateMinimum=1 ; crates are normally one per human player but never below this number
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CrateMinimum=1 ; crates are normally one per human player but never below this number
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@@ -1486,6 +1486,7 @@ ActiveAnimNonDamagedStart=0
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ActiveAnimNonDamagedFrames=9
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ActiveAnimNonDamagedFrames=9
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ActiveAnimDamagedStart=10
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ActiveAnimDamagedStart=10
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ActiveAnimDamagedFrames=9
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ActiveAnimDamagedFrames=9
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IdleAnimIgnorePowerState=1
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; refinery
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; refinery
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[PROC]
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[PROC]
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@@ -3071,15 +3072,24 @@ Strength=400
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Points=5
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Points=5
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Armor=wood
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Armor=wood
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Repariable=false
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Repariable=false
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Snow=isosno.pal
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Temperate=isotem.pal
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Image=aban04
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[ABAN02]
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[ABAN02]
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Strength=400
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Strength=400
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Points=5
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Points=5
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Armor=wood
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Armor=wood
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Repariable=false
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Repariable=false
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Snow=isosno.pal
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Temperate=isotem.pal
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Image=aban12
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[ABAN03]
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[ABAN03]
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Strength=400
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Strength=400
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Points=5
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Points=5
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Armor=wood
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Armor=wood
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Repariable=false
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Repariable=false
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Snow=isosno.pal
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Temperate=isotem.pal
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Image=aban06
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