XEEN: Load correct surface sprites for the maze
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e4c4736306
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130bd58e2c
2 changed files with 5 additions and 4 deletions
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@ -1118,8 +1118,8 @@ void InterfaceMap::drawIndoors() {
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surfaceId = map.mazeData()._surfaceTypes[map._currentSurfaceId];
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surfaceId = map.mazeData()._surfaceTypes[map._currentSurfaceId];
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if (surfaceId == SURFTYPE_WATER || surfaceId == SURFTYPE_LAVA ||
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if (surfaceId == SURFTYPE_WATER || surfaceId == SURFTYPE_LAVA ||
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surfaceId == SURFTYPE_SEWER) {
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surfaceId == SURFTYPE_SEWER) {
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drawStruct._flags = _flipWater ? 1 : 0;
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drawStruct._frame = DRAW_FRAMES[cellIndex][_flipWater ? 1 : 0];
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drawStruct._frame = DRAW_FRAMES[cellIndex][_flipWater ? 1 : 0];
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drawStruct._flags = _flipWater ? SPRFLAG_HORIZ_FLIPPED : 0;
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} else {
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} else {
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drawStruct._frame = DRAW_FRAMES[cellIndex][_flipGround ? 1 : 0];
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drawStruct._frame = DRAW_FRAMES[cellIndex][_flipGround ? 1 : 0];
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drawStruct._flags = _flipGround ? SPRFLAG_HORIZ_FLIPPED : 0;
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drawStruct._flags = _flipGround ? SPRFLAG_HORIZ_FLIPPED : 0;
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@ -1089,13 +1089,14 @@ void Map::load(int mapId) {
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for (int i = 0; i < TOTAL_SURFACES; ++i) {
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for (int i = 0; i < TOTAL_SURFACES; ++i) {
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_wallSprites._surfaces[i].clear();
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_wallSprites._surfaces[i].clear();
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if (_mazeData[0]._wallTypes[i] != 0) {
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if (_mazeData[0]._wallTypes[i] != 0) {
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_wallSprites._surfaces[i].load(Common::String::format("%s.wal",
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_wallSprites._surfaces[i].load(Common::String::format("%s.wal",
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SURFACE_TYPE_NAMES[i]));
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SURFACE_TYPE_NAMES[_mazeData[0]._wallTypes[i]]));
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}
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}
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_surfaceSprites[i].clear();
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_surfaceSprites[i].clear();
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if (i != 0 && _mazeData[0]._wallTypes[i] != 0)
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if (i != 0 && _mazeData[0]._surfaceTypes[i] != 0)
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_surfaceSprites[i].load(SURFACE_NAMES[_mazeData[0]._surfaceTypes[i]]);
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_surfaceSprites[i].load(SURFACE_NAMES[_mazeData[0]._surfaceTypes[i]]);
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}
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}
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} else {
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} else {
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@ -1113,7 +1114,7 @@ void Map::load(int mapId) {
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_surfaceSprites[i].clear();
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_surfaceSprites[i].clear();
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if (_mazeData[0]._surfaceTypes[i] != 0 || i == 4)
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if (_mazeData[0]._surfaceTypes[i] != 0 || i == 4)
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_surfaceSprites[i].load(SURFACE_NAMES[i]);
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_surfaceSprites[i].load(SURFACE_NAMES[_mazeData[0]._surfaceTypes[i]]);
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}
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}
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for (int i = 0; i < TOTAL_SURFACES; ++i)
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for (int i = 0; i < TOTAL_SURFACES; ++i)
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