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Use MxS32 instead of int
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parent
03c4b5789c
commit
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@ -60,13 +60,13 @@ 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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// Generate the list of columns in order...
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for (int i = 0; i < 640; i++) {
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for (MxS32 i = 0; i < 640; i++) {
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m_columnOrder[i] = i;
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}
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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 = rand() % 640;
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MxS32 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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@ -92,7 +92,7 @@ void MxTransitionManager::Transition_Dissolve()
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if (res == DD_OK) {
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FUN_1004c4d0(ddsd);
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for (int i = 0; i < 640; i++) {
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for (MxS32 i = 0; i < 640; 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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@ -100,11 +100,11 @@ void MxTransitionManager::Transition_Dissolve()
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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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for (MxS32 j = 0; j < 480; j++) {
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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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MxS32 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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