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@@ -228,7 +228,7 @@ int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attack
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const int remainder = ftcp % FullWidth;
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int xB = (attacker ? remainder : FullWidth - remainder - 1) + x;
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- const ui8 aCountMod = (animCount & 0x20) ? ((animCount & 0x1e) >> 1) << 4 : (0x0f - ((animCount & 0x1e) >> 1)) << 4;
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+ //const ui8 aCountMod = (animCount & 0x20) ? ((animCount & 0x1e) >> 1) << 4 : (0x0f - ((animCount & 0x1e) >> 1)) << 4;
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for (int k = 0; k <= SegmentLength; k++)
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{
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@@ -236,7 +236,7 @@ int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attack
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{
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if(!destRect || (destRect->x <= xB && destRect->x + destRect->w > xB && destRect->y <= yB && destRect->y + destRect->h > yB))
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{
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- const ui8 colorNr = SegmentType == 0xff ? FDef[BaseOffset+k] : SegmentType;
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+ //const ui8 colorNr = SegmentType == 0xff ? FDef[BaseOffset+k] : SegmentType;
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//putPixel<bpp>(dest, xB, yB, palette[colorNr], colorNr, yellowBorder, blueBorder, aCountMod);
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}
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}
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@@ -299,7 +299,7 @@ inline void CCreatureAnimation::putPixel(
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SDL_Surface * dest,
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const int & ftcpX,
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const int & ftcpY,
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- const BMPPalette & color,
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+ const SDL_Color & color,
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const ui8 & palc,
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const bool & yellowBorder,
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const bool & blueBorder,
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@@ -311,7 +311,7 @@ inline void CCreatureAnimation::putPixel(
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Uint8 * p = (Uint8*)dest->pixels + ftcpX*dest->format->BytesPerPixel + ftcpY*dest->pitch;
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if(palc > 7) //normal color
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{
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- ColorPutter<bpp, 0>::PutColor(p, color.R, color.G, color.B);
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+ ColorPutter<bpp, 0>::PutColor(p, color.r, color.g, color.b);
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}
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else if((yellowBorder || blueBorder) && (palc == 6 || palc == 7)) //selection highlight
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{
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@@ -323,9 +323,9 @@ inline void CCreatureAnimation::putPixel(
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else if (palc == 5) //selection highlight or transparent
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{
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if(blueBorder)
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- ColorPutter<bpp, 0>::PutColor(p, color.B, color.G - 0xf0 + animCount, color.R - 0xf0 + animCount); //shouldn't it be reversed? its bgr instead of rgb
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+ ColorPutter<bpp, 0>::PutColor(p, color.b, color.g - 0xf0 + animCount, color.r - 0xf0 + animCount); //shouldn't it be reversed? its bgr instead of rgb
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else if (yellowBorder)
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- ColorPutter<bpp, 0>::PutColor(p, color.R - 0xf0 + animCount, color.G - 0xf0 + animCount, color.B);
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+ ColorPutter<bpp, 0>::PutColor(p, color.r - 0xf0 + animCount, color.g - 0xf0 + animCount, color.b);
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}
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else //shadow
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{
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