When freezing for help text, screen is now dimmer rather than blanked.
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parent
b1343ddb1b
commit
fcb074cc68
24
rc.c
24
rc.c
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@ -455,7 +455,7 @@ int main (int argc, char **argv) {
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*/
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// player netting
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if ((levelcomplete != LV_DOPOKER) && (levelcomplete != LV_HELPFREEZE)) {
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if (levelcomplete != LV_DOPOKER) {
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drawnetting(player);
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}
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@ -466,7 +466,7 @@ int main (int argc, char **argv) {
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// draw sprites
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if ((levelcomplete != LV_DOPOKER) && (levelcomplete != LV_HELPFREEZE)) {
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if (levelcomplete != LV_DOPOKER) {
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drawallsprites();
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}
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@ -493,13 +493,19 @@ int main (int argc, char **argv) {
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}
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} else if (levelcomplete == LV_HELPFREEZE) {
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SDL_Rect area;
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SDL_Surface *blackbox;
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blackbox = SDL_CreateRGBSurface(SDL_SWSURFACE,
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screen->w,
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screen->h,
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screen->format->BitsPerPixel, screen->format->Rmask,
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screen->format->Gmask,screen->format->Bmask, 0);
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SDL_FillRect(blackbox, &area, SDL_MapRGB(screen->format,black.r,black.g,black.b));
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SDL_SetAlpha(blackbox, SDL_SRCALPHA, 175);
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area.x = 0;
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area.y = 0;
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area.w = 640;
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area.h = 480;
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// clear screen
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SDL_FillRect(screen, &area, SDL_MapRGB(screen->format,black.r,black.g,black.b));
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SDL_BlitSurface(blackbox,NULL,screen,NULL);
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SDL_FreeSurface(blackbox);
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}
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// draw text
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@ -3672,7 +3678,9 @@ void drawnetting(sprite_t *s) {
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}
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// add sparkle
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xx = s->x + s->netdir*s->netlen;
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addsprite(P_SPARKLE, xx + (rand() % 14) - 7, yy + (rand() % 8) - 4, "sparkle");
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if (levelcomplete != LV_HELPFREEZE) {
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addsprite(P_SPARKLE, xx + (rand() % 14) - 7, yy + (rand() % 8) - 4, "sparkle");
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}
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}
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//drawline16(screen,sx,s->nety,s->x + s->netdir*s->netlen,s->nety-3,white);
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