Fixed glitch in next level transition graphics when you had wings
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parent
799f393684
commit
c61b1ae486
25
rc.c
25
rc.c
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@ -3138,9 +3138,6 @@ void drawlevel(void) {
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cloud->img =rotozoomSurfaceXY(imageset[P_PINKCLOUD].img[F_WALK1],0,1,1,0);
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cloud->img =rotozoomSurfaceXY(imageset[P_PINKCLOUD].img[F_WALK1],0,1,1,0);
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// change player to floating image
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player->img = imageset[player->id].img[F_SHOOT];
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// create buffer for player background
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// create buffer for player background
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playerbg = SDL_CreateRGBSurface(SDL_SWSURFACE,
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playerbg = SDL_CreateRGBSurface(SDL_SWSURFACE,
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player->img->w, player->img->h,
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player->img->w, player->img->h,
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@ -4646,11 +4643,12 @@ void dogravity(sprite_t *s) {
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curfruittype = 0;
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curfruittype = 0;
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}
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}
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}
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}
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if ((player->powerup == PW_MACE) && (s2->id == P_SNAIL)) {
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if (s2->id == P_SNAIL) {
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// turn into a slug so that it really dies
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// turn into a slug so that it really dies
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s2->id = P_SLUG;
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s2->id = P_SLUG;
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}
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}
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/*
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if (s2->id == P_SNAIL) {
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if (s2->id == P_SNAIL) {
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// avoid triggering death code twice for caught snails
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// avoid triggering death code twice for caught snails
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// since for them s->dead won't be set after we
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// since for them s->dead won't be set after we
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@ -4659,16 +4657,17 @@ void dogravity(sprite_t *s) {
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die(s2);
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die(s2);
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}
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}
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} else {
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} else {
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die(s2);
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*/
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pointsinc *= 2;
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die(s2);
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psize += 10;
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pointsinc *= 2;
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gotsomething++;
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psize += 10;
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// killing 5 at a time gives us a clover for good luck
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gotsomething++;
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if ((!gotclover) && (gotsomething >= 5)) {
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// killing 5 at a time gives us a clover for good luck
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puffin(P_CLOVER, s2->x, s2->y, "clover", 0);
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if ((!gotclover) && (gotsomething >= 5)) {
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gotclover = B_TRUE;
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puffin(P_CLOVER, s2->x, s2->y, "clover", 0);
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}
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gotclover = B_TRUE;
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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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}
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8
shared.c
8
shared.c
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@ -3176,7 +3176,7 @@ void drawplayer(sprite_t *s, SDL_Rect *where) {
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#endif
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#endif
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#ifndef __EDITOR
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#ifndef __EDITOR
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if (s->doublejump) {
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if ((s->doublejump) && (levelcomplete != LV_NEXTLEV)) {
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// draw wings behind the sprite
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// draw wings behind the sprite
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if (s->jumping || s->falling) {
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if (s->jumping || s->falling) {
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// flapping wings - freeze while showing help text
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// flapping wings - freeze while showing help text
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@ -3209,11 +3209,15 @@ void drawplayer(sprite_t *s, SDL_Rect *where) {
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}
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}
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#endif
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#endif
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if ((levelcomplete == LV_CLOUDLOOP) || (levelcomplete == LV_NEXTLEV)) {
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player->img = imageset[player->id].img[F_SHOOT];
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}
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// draw the sprite
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// draw the sprite
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doblit(s->img, screen, where);
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doblit(s->img, screen, where);
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#ifndef __EDITOR
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#ifndef __EDITOR
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if (s->doublejump) {
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if ((s->doublejump) && (levelcomplete != LV_NEXTLEV)) {
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// draw wings in front of the sprite
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// draw wings in front of the sprite
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if (s->swimming) {
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if (s->swimming) {
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wingframe = 3;
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wingframe = 3;
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