Fix unseen mask
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@@ -139,8 +139,6 @@ RECT explode_place_rect[30];
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char last_light_mask[13][13];
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char last_light_mask[13][13];
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void apply_unseen_mask() {
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void apply_unseen_mask() {
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// TODO: This is causing major lag and not even working properly
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return;
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RECT base_rect = {9,9,53,45},to_rect,big_to = {13,13,337,265};
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RECT base_rect = {9,9,53,45},to_rect,big_to = {13,13,337,265};
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short i,j,k,l;
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short i,j,k,l;
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bool need_bother = false;
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bool need_bother = false;
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@@ -167,7 +165,7 @@ void apply_unseen_mask() {
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to_rect = base_rect;
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to_rect = base_rect;
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to_rect.offset(-28 + i * 28,-36 + 36 * j);
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to_rect.offset(-28 + i * 28,-36 + 36 * j);
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to_rect |= big_to;
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to_rect |= big_to;
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tileImage(mainPtr, to_rect, bw_pats[3], sf::BlendAlpha);
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tileImage(terrain_screen_gworld, to_rect, bw_pats[3], sf::BlendAlpha);
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//PaintRoundRect(&to_rect,4,4);
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//PaintRoundRect(&to_rect,4,4);
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for(k = i - 2; k < i + 1; k++)
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for(k = i - 2; k < i + 1; k++)
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for(l = j - 2; l < j + 1; l++)
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for(l = j - 2; l < j + 1; l++)
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@@ -30,7 +30,7 @@ RECT map_pat_rects[30];
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RECT bw_rects[6];
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RECT bw_rects[6];
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tessel_ref_t bg[21];
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tessel_ref_t bg[21];
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tessel_ref_t map_pat[30];
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tessel_ref_t map_pat[30];
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tessel_ref_t bw_pat[6];
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tessel_ref_t bw_pats[6];
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sf::Texture bg_gworld;
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sf::Texture bg_gworld;
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bool use_win_graphics = false;
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bool use_win_graphics = false;
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sf::Shader maskShader;
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sf::Shader maskShader;
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@@ -1196,7 +1196,7 @@ static void register_main_patterns() {
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for(int i = 0; i < 30; i++) {
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for(int i = 0; i < 30; i++) {
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if(i < 21) {
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if(i < 21) {
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if(i < 6) {
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if(i < 6) {
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bw_pat[i] = prepareForTiling(bg_gworld, bw_rects[i]);
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bw_pats[i] = prepareForTiling(bg_gworld, bw_rects[i]);
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}
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}
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bg[i] = prepareForTiling(bg_gworld, bg_rects[i]);
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bg[i] = prepareForTiling(bg_gworld, bg_rects[i]);
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}
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}
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