SUPERNOVA: Use setCurrentImage instead of passing the image to renderImage
This is more similar to what the original code does and allows to retire the renderImage variant that takes an image.
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624425077b
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888930660a
6 changed files with 168 additions and 143 deletions
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@ -760,7 +760,8 @@ void GameManager::supernovaEvent() {
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_vm->renderMessage(kStringSupernova2);
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waitOnInput(_timer1);
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_vm->removeMessage();
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_vm->renderImage(26, 0);
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_vm->setCurrentImage(26);
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_vm->renderImage(0);
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_vm->paletteBrightness();
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novaScroll();
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_vm->paletteFadeOut();
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@ -873,7 +874,8 @@ void GameManager::outro() {
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_vm->playSoundMod(49);
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// title = 0;
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_vm->paletteFadeOut();
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_vm->renderImage(55, 0);
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_vm->setCurrentImage(55);
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_vm->renderImage(0);
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_vm->paletteFadeIn();
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getInput();
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_vm->paletteFadeOut();
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@ -1463,7 +1465,8 @@ void GameManager::closeLocker(const Room *room, Object *obj, Object *lock, int s
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void GameManager::dead(StringID messageId) {
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_vm->paletteFadeOut();
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_guiEnabled = false;
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_vm->renderImage(11, 0);
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_vm->setCurrentImage(11);
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_vm->renderImage(0);
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_vm->renderMessage(messageId);
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_vm->playSound(kAudioDeath);
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_vm->paletteFadeIn();
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@ -1488,7 +1491,8 @@ void GameManager::dead(StringID messageId) {
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void GameManager::dead(const char *message) {
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_vm->paletteFadeOut();
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_guiEnabled = false;
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_vm->renderImage(11, 0);
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_vm->setCurrentImage(11);
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_vm->renderImage(0);
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_vm->renderMessage(message);
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_vm->playSound(kAudioDeath);
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_vm->paletteFadeIn();
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@ -1586,7 +1590,8 @@ bool GameManager::genericInteract(Action verb, Object &obj1, Object &obj2) {
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_vm->renderMessage(kStringGenericInteract_11);
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waitOnInput(_timer1);
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_vm->removeMessage();
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_vm->renderImage(2, 0);
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_vm->setCurrentImage(2);
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_vm->renderImage(0);
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_vm->setColor63(40);
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getInput();
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_vm->renderRoom(*_currentRoom);
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