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Some comments and better names
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@ -59,25 +59,26 @@ void MxTransitionManager::Transition_Dissolve()
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// If we are starting the animation
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if (m_animationTimer == 0) {
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// Populate
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// Generate the list of columns in order...
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for (int i = 0; i < 640; i++) {
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m_pad36[i] = i;
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m_columnOrder[i] = i;
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}
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// Randomize (sorta)
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// ...then shuffle the list (to ensure that we hit each column once)
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for (i = 0; i < 640; i++) {
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int swap_ofs = rand() % 640;
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undefined2 t = m_pad36[i];
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m_pad36[i] = m_pad36[swap_ofs];
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m_pad36[swap_ofs] = t;
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int swap = rand() % 640;
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MxU16 t = m_columnOrder[i];
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m_columnOrder[i] = m_columnOrder[swap];
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m_columnOrder[swap] = t;
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}
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// For each scanline, pick a random X offset
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for (i = 0; i < 480; i++) {
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m_pad536[i] = rand() % 640;
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m_randomShift[i] = rand() % 640;
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}
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}
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// Else run one tick of the animation
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// Run one tick of the animation
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DDSURFACEDESC ddsd;
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memset(&ddsd, 0, sizeof(ddsd));
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ddsd.dwSize = sizeof(ddsd);
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@ -92,21 +93,24 @@ void MxTransitionManager::Transition_Dissolve()
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FUN_1004c4d0(&ddsd);
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for (int i = 0; i < 640; i++) {
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if (m_animationTimer * 16 > m_pad36[i])
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// Select 16 columns on each tick
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if (m_animationTimer * 16 > m_columnOrder[i])
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continue;
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if (m_animationTimer * 16 + 15 < m_pad36[i])
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if (m_animationTimer * 16 + 15 < m_columnOrder[i])
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continue;
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for (int j = 0; j < 480; j++) {
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int jt = (m_pad536[j] + i) % 640;
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// Shift the chosen column a different amount at each scanline.
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// We use the same shift for that scanline each time.
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// By the end, every pixel gets hit.
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int ofs = (m_randomShift[j] + i) % 640;
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// Set the chosen pixel to black
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if (ddsd.ddpfPixelFormat.dwRGBBitCount == 8) {
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MxU8 *pix = (MxU8*)ddsd.lpSurface;
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pix[j * ddsd.lPitch + jt] = 0;
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((MxU8*)ddsd.lpSurface)[j * ddsd.lPitch + ofs] = 0;
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} else {
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MxU16 *pix = (MxU16*)ddsd.lpSurface;
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pix[j * ddsd.lPitch + jt] = 0;
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((MxU16*)ddsd.lpSurface)[j * ddsd.lPitch + ofs] = 0;
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}
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}
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}
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@ -107,8 +107,8 @@ class MxTransitionManager : public MxCore
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TransitionType m_transitionType;
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LPDIRECTDRAWSURFACE m_ddSurface;
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MxU16 m_animationTimer;
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undefined2 m_pad36[640]; // 0x36
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undefined2 m_pad536[480]; // 0x536
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MxU16 m_columnOrder[640]; // 0x36
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MxU16 m_randomShift[480]; // 0x536
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MxULong m_systemTime;
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MxS32 m_animationSpeed;
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};
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