SCUMM: match style-guide, add missing spaces between some "if ()", "for ()"
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ef56bd6de2
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0aabf95cb8
3 changed files with 35 additions and 35 deletions
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@ -184,7 +184,7 @@ void Actor_v0::initActor(int mode) {
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_speaking = 0;
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_animFrameRepeat = 0;
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for(int i = 0; i < 8; ++i) {
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for (int i = 0; i < 8; ++i) {
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_limbFrameRepeatNew[i] = 0;
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_limbFrameRepeat[i] = 0;
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_limb_flipped[i] = false;
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@ -250,7 +250,7 @@ void Actor::stopActorMoving() {
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_vm->stopScript(_walkScript);
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_moving = 0;
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if(_vm->_game.version == 0)
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if (_vm->_game.version == 0)
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((Actor_v0 *)this)->setDirection(_facing);
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}
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@ -339,7 +339,7 @@ int Actor::actorWalkStep() {
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int distX, distY;
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int nextFacing;
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if(_vm->_game.version == 0)
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if (_vm->_game.version == 0)
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((Actor_v0 *)this)->_animFrameRepeat = -1;
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_needRedraw = true;
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@ -352,7 +352,7 @@ int Actor::actorWalkStep() {
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_moving |= MF_IN_LEG;
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// V0: Don't move during the turn
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if(_vm->_game.version == 0)
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if (_vm->_game.version == 0)
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return 0;
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}
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@ -389,7 +389,7 @@ int Actor::actorWalkStep() {
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return 0;
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}
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if(_vm->_game.version == 0)
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if (_vm->_game.version == 0)
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((Actor_v0 *)this)->animateActor(newDirToOldDir(_facing));
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return 1;
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@ -1000,7 +1000,7 @@ void Actor_v0::setDirection(int direction) {
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_animFrameRepeat = -1;
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animateActor(res);
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if(_moving)
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if (_moving)
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animateCostume();
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}
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@ -1090,7 +1090,7 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
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}
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// V0 always sets the actor to face the camera upon entering a room
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if(_vm->_game.version == 0)
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if (_vm->_game.version == 0)
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setDirection(oldDirToNewDir(2));
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}
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@ -1194,7 +1194,7 @@ static int checkXYInBoxBounds(int boxnum, int x, int y, int &destX, int &destY)
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int yDist = ABS(y - destY) / 4;
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int dist;
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if(g_scumm->_game.version == 0)
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if (g_scumm->_game.version == 0)
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xDist *= 2;
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if (xDist < yDist)
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@ -1416,7 +1416,7 @@ void Actor::showActor() {
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a->_costCommand = a->_costCommandNew = 0xFF;
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for(int i = 0; i < 8; ++i) {
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for (int i = 0; i < 8; ++i) {
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a->_limbFrameRepeat[i] = 0;
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a->_limbFrameRepeatNew[i] = 0;
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}
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@ -1967,7 +1967,7 @@ void Actor_v0::startAnimActor(int f) {
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return;
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}
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if(f == _standFrame)
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if (f == _standFrame)
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setDirection(_facing);
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}
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@ -2886,19 +2886,19 @@ void Actor_v0::animateActor(int anim) {
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break;
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}
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if(isInCurrentRoom()) {
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if (isInCurrentRoom()) {
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_costCommandNew = anim;
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_vm->_costumeLoader->costumeDecodeData(this, 0, 0);
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if(dir == -1)
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if (dir == -1)
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return;
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_facing = normalizeAngle(oldDirToNewDir(dir));
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} else {
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if(anim > 4 && anim <= 7)
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if (anim > 4 && anim <= 7)
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_facing = normalizeAngle(oldDirToNewDir(dir));
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}
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}
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@ -1190,7 +1190,7 @@ byte V0CostumeRenderer::drawLimb(const Actor *a, int limb) {
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}
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// Invalid current position?
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if(a->_cost.curpos[limb] == 0xFFFF)
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if (a->_cost.curpos[limb] == 0xFFFF)
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return 0;
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_loaded.loadCostume(a->_costume);
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@ -1285,13 +1285,13 @@ void V0CostumeLoader::loadCostume(int id) {
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void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
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Actor_v0 *A = (Actor_v0 *)a;
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if(!a->_costume)
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if (!a->_costume)
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return;
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loadCostume(a->_costume);
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// Invalid costume command?
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if(A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew))
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if (A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew))
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return;
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A->_costCommand = A->_costCommandNew;
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@ -1308,16 +1308,16 @@ void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
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limbFrameNumber = ((_animCmds + cmd)[limb]);
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// Is this limb flipped?
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if(limbFrameNumber & 0x80) {
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if (limbFrameNumber & 0x80) {
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// Invalid frame?
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if(limbFrameNumber == 0xFF)
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if (limbFrameNumber == 0xFF)
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continue;
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// Store the limb frame number (clear the flipped status)
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a->_cost.frame[limb] = (limbFrameNumber & 0x7f);
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if(A->_limb_flipped[limb] != true)
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if (A->_limb_flipped[limb] != true)
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a->_cost.start[limb] = 0xFFFF;
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A->_limb_flipped[limb] = true;
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@ -1326,7 +1326,7 @@ void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
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//Store the limb frame number
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a->_cost.frame[limb] = limbFrameNumber;
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if(A->_limb_flipped[limb] != false)
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if (A->_limb_flipped[limb] != false)
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a->_cost.start[limb] = 0xFFFF;
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A->_limb_flipped[limb] = false;
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@ -1349,7 +1349,7 @@ byte V0CostumeLoader::increaseAnims(Actor *a) {
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int i;
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byte r = 0;
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for(i = 0; i != 8; i++) {
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for (i = 0; i != 8; i++) {
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A->limbFrameCheck(i);
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r += increaseAnim(a, i);
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}
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@ -1369,7 +1369,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
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if (frame == 0xFF) {
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// Repeat timer has reached 0?
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if(A->_limbFrameRepeat[limb] == 0) {
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if (A->_limbFrameRepeat[limb] == 0) {
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// Use the previous frame
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--A->_cost.curpos[limb];
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@ -1385,7 +1385,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
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} else {
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// Repeat timer enabled?
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if(A->_limbFrameRepeat[limb] != -1)
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if (A->_limbFrameRepeat[limb] != -1)
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--A->_limbFrameRepeat[limb];
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// No, restart at frame 0
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@ -1394,7 +1394,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
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}
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// Limb frame has changed?
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if(limbPrevious == a->_cost.curpos[limb])
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if (limbPrevious == a->_cost.curpos[limb])
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return 0;
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return 1;
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@ -269,13 +269,13 @@ void PSG_HuC6280::init() {
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reset();
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// Make waveform frequency table
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for(i = 0; i < 4096; i++) {
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for (i = 0; i < 4096; i++) {
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step = ((_clock / _rate) * 4096) / (i+1);
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_waveFreqTable[(1 + i) & 0xFFF] = (uint32)step;
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}
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// Make noise frequency table
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for(i = 0; i < 32; i++) {
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for (i = 0; i < 32; i++) {
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step = ((_clock / _rate) * 32) / (i+1);
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_noiseFreqTable[i] = (uint32)step;
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}
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@ -283,7 +283,7 @@ void PSG_HuC6280::init() {
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// Make volume table
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// PSG_HuC6280 has 48dB volume range spread over 32 steps
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step = 48.0 / 32.0;
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for(i = 0; i < 31; i++) {
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for (i = 0; i < 31; i++) {
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_volumeTable[i] = (uint16)level;
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level /= pow(10.0, step / 20.0);
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}
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@ -323,7 +323,7 @@ void PSG_HuC6280::write(int offset, byte data) {
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case 0x04: // Channel control (key-on, DDA mode, volume)
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// 1-to-0 transition of DDA bit resets waveform index
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if((chan->control & 0x40) && ((data & 0x40) == 0)) {
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if ((chan->control & 0x40) && ((data & 0x40) == 0)) {
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chan->index = 0;
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}
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chan->control = data;
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@ -383,9 +383,9 @@ void PSG_HuC6280::update(int16* samples, int sampleCnt) {
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// Clear buffer
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memset(samples, 0, 2 * sampleCnt * sizeof(int16));
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for(ch = 0; ch < 6; ch++) {
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for (ch = 0; ch < 6; ch++) {
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// Only look at enabled channels
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if(_channel[ch].control & 0x80) {
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if (_channel[ch].control & 0x80) {
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int lal = (_channel[ch].balance >> 4) & 0x0F;
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int ral = (_channel[ch].balance >> 0) & 0x0F;
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int al = _channel[ch].control & 0x1F;
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@ -395,25 +395,25 @@ void PSG_HuC6280::update(int16* samples, int sampleCnt) {
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// Calculate volume just as the patent says
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vll = (0x1F - lal) + (0x1F - al) + (0x1F - lmal);
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if(vll > 0x1F) vll = 0x1F;
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if (vll > 0x1F) vll = 0x1F;
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vlr = (0x1F - ral) + (0x1F - al) + (0x1F - rmal);
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if(vlr > 0x1F) vlr = 0x1F;
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if (vlr > 0x1F) vlr = 0x1F;
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vll = _volumeTable[vll];
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vlr = _volumeTable[vlr];
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// Check channel mode
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if(_channel[ch].control & 0x40) {
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if (_channel[ch].control & 0x40) {
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/* DDA mode */
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for(i = 0; i < sampleCnt; i++) {
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for (i = 0; i < sampleCnt; i++) {
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samples[2*i] += (int16)(vll * (_channel[ch].dda - 16));
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samples[2*i + 1] += (int16)(vlr * (_channel[ch].dda - 16));
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}
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} else {
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/* Waveform mode */
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uint32 step = _waveFreqTable[_channel[ch].frequency];
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for(i = 0; i < sampleCnt; i += 1) {
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for (i = 0; i < sampleCnt; i += 1) {
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int offset;
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int16 data;
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offset = (_channel[ch].counter >> 12) & 0x1F;
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