
This commit changes which variables are static: the Mac (and presumably the Linux) debug data tells you what variables are static, by prefixing their names with double_underscores. The variable names themselves also hint at this: global variables are prefixed with 'g', and use upper-camelcase, while static variables use whatever_you_call_this.
255 lines
5.1 KiB
C++
255 lines
5.1 KiB
C++
#include "Fade.h"
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#include <string.h>
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#include "WindowsWrapper.h"
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#include "Draw.h"
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FADE gFade;
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static unsigned long mask_color;
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void InitFade(void)
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{
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memset(&gFade, 0, sizeof(FADE));
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mask_color = GetCortBoxColor(RGB(0, 0, 0x20));
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}
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void SetFadeMask(void)
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{
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gFade.bMask = TRUE;
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}
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void ClearFade(void)
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{
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gFade.bMask = FALSE;
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gFade.mode = 0;
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}
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void StartFadeOut(signed char dir)
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{
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int x, y;
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gFade.mode = 2;
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gFade.count = 0;
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gFade.dir = dir;
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gFade.bMask = FALSE;
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for (y = 0; y < FADE_HEIGHT; ++y)
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{
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for (x = 0; x < FADE_WIDTH; ++x)
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{
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gFade.ani_no[y][x] = 0;
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gFade.flag[y][x] = FALSE;
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}
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}
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}
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void StartFadeIn(signed char dir)
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{
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int x, y;
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gFade.mode = 1;
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gFade.count = 0;
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gFade.dir = dir;
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gFade.bMask = TRUE;
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for (y = 0; y < FADE_HEIGHT; ++y)
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{
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for (x = 0; x < FADE_WIDTH; ++x)
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{
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gFade.ani_no[y][x] = 15;
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gFade.flag[y][x] = FALSE;
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}
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}
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x = x; // This probably doesn't match the original source code, but it produces the same assembly
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}
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void ProcFade(void)
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{
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int x, y;
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switch (gFade.mode)
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{
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case 2:
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switch (gFade.dir)
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{
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case 0:
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for (y = 0; y < FADE_HEIGHT; ++y)
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for (x = 0; x < FADE_WIDTH; ++x)
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if ((FADE_WIDTH - 1) - gFade.count == x)
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gFade.flag[y][x] = TRUE;
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break;
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case 2:
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for (y = 0; y < FADE_HEIGHT; ++y)
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for (x = 0; x < FADE_WIDTH; ++x)
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if (gFade.count == x)
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gFade.flag[y][x] = TRUE;
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break;
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case 1:
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for (y = 0; y < FADE_HEIGHT; ++y)
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for (x = 0; x < FADE_WIDTH; ++x)
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if ((FADE_HEIGHT - 1) - gFade.count == y)
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gFade.flag[y][x] = TRUE;
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break;
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case 3:
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for (y = 0; y < FADE_HEIGHT; ++y)
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for (x = 0; x < FADE_WIDTH; ++x)
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if (gFade.count == y)
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gFade.flag[y][x] = TRUE;
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break;
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case 4:
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for (y = 0; y < (FADE_HEIGHT / 2); ++y)
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for (x = 0; x < (FADE_WIDTH / 2); ++x)
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if (gFade.count == x + y)
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gFade.flag[y][x] = TRUE;
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for (y = 0; y < (FADE_HEIGHT / 2); ++y)
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for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x)
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if (gFade.count == y + ((FADE_WIDTH - 1) - x))
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gFade.flag[y][x] = TRUE;
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for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y)
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for (x = 0; x < (FADE_WIDTH / 2); ++x)
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if (gFade.count == x + ((FADE_HEIGHT - 1) - y))
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gFade.flag[y][x] = TRUE;
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for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y)
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for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x)
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if (gFade.count == ((FADE_WIDTH - 1) - x) + ((FADE_HEIGHT - 1) - y))
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gFade.flag[y][x] = TRUE;
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break;
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}
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for (y = 0; y < FADE_HEIGHT; ++y)
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for (x = 0; x < FADE_WIDTH; ++x)
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if (gFade.ani_no[y][x] < 15 && gFade.flag[y][x])
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++gFade.ani_no[y][x];
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if (++gFade.count > ((FADE_WIDTH > FADE_HEIGHT) ? FADE_WIDTH : FADE_HEIGHT) + 16)
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{
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gFade.bMask = TRUE;
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gFade.mode = 0;
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}
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break;
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case 1:
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gFade.bMask = FALSE;
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switch (gFade.dir)
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{
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case 0:
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for (y = 0; y < FADE_HEIGHT; ++y)
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for (x = 0; x < FADE_WIDTH; ++x)
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if ((FADE_WIDTH - 1) - gFade.count == x)
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gFade.flag[y][x] = TRUE;
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break;
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case 2:
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for (y = 0; y < FADE_HEIGHT; ++y)
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for (x = 0; x < FADE_WIDTH; ++x)
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if (gFade.count == x)
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gFade.flag[y][x] = TRUE;
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break;
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case 1:
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for (y = 0; y < FADE_HEIGHT; ++y)
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for (x = 0; x < FADE_WIDTH; ++x)
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if ((FADE_HEIGHT - 1) - gFade.count == y)
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gFade.flag[y][x] = TRUE;
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break;
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case 3:
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for (y = 0; y < FADE_HEIGHT; ++y)
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for (x = 0; x < FADE_WIDTH; ++x)
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if (gFade.count == y)
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gFade.flag[y][x] = TRUE;
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break;
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case 4:
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for (y = 0; y < (FADE_HEIGHT / 2); ++y)
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for (x = 0; x < (FADE_WIDTH / 2); ++x)
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if ((FADE_WIDTH - 1) - gFade.count == x + y)
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gFade.flag[y][x] = TRUE;
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for (y = 0; y < (FADE_HEIGHT / 2); ++y)
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for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x)
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if ((FADE_WIDTH - 1) - gFade.count == y + ((FADE_WIDTH - 1) - x))
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gFade.flag[y][x] = TRUE;
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for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y)
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for (x = 0; x < (FADE_WIDTH / 2); ++x)
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if ((FADE_WIDTH - 1) - gFade.count == x + ((FADE_HEIGHT - 1) - y))
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gFade.flag[y][x] = TRUE;
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for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y)
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for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x)
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if ((FADE_WIDTH - 1) - gFade.count == ((FADE_WIDTH - 1) - x) + ((FADE_HEIGHT - 1) - y))
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gFade.flag[y][x] = TRUE;
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break;
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}
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for (y = 0; y < FADE_HEIGHT; ++y)
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for (x = 0; x < FADE_WIDTH; ++x)
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if (gFade.ani_no[y][x] > 0 && gFade.flag[y][x])
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--gFade.ani_no[y][x];
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if (++gFade.count > ((FADE_WIDTH > FADE_HEIGHT) ? FADE_WIDTH : FADE_HEIGHT) + 16)
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gFade.mode = 0;
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break;
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}
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}
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void PutFade(void)
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{
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int x, y;
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RECT rect;
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rect.top = 0;
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rect.bottom = 16;
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if (gFade.bMask)
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{
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CortBox(&grcGame, mask_color);
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return;
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}
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if (gFade.mode == 0)
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return;
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for (y = 0; y < FADE_HEIGHT; ++y)
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{
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for (x = 0; x < FADE_WIDTH; ++x)
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{
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rect.left = gFade.ani_no[y][x] * 16;
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rect.right = rect.left + 16;
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PutBitmap3(&grcGame, x * 16, y * 16, &rect, SURFACE_ID_FADE);
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}
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}
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}
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BOOL GetFadeActive(void)
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{
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if (gFade.mode == 0)
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return FALSE;
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else
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return TRUE;
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}
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