Skipping bay door animations works properly now (bug #500), from chmmravatar
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@1303 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
@@ -1,4 +1,6 @@
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Changes towards version 0.4:
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Changes towards version 0.4:
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- Bay door animations don't stall before aborting (bug #500), from
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chmmravatar
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- Reports SDL version on startup (bug #520) - Mika,Nic
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- Reports SDL version on startup (bug #520) - Mika,Nic
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- Fuel usage on planet landing is now reported correctly on all situations
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- Fuel usage on planet landing is now reported correctly on all situations
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(bug #556), from Nic
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(bug #556), from Nic
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@@ -459,7 +459,6 @@ ShowCombatShip (COUNT which_window, SHIP_FRAGMENTPTR YankedStarShipPtr)
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if (num_ships)
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if (num_ships)
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{
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{
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BYTE ButtonState;
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BOOLEAN AllDoorsFinished;
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BOOLEAN AllDoorsFinished;
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DWORD TimeIn;
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DWORD TimeIn;
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RECT r;
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RECT r;
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@@ -471,15 +470,7 @@ ShowCombatShip (COUNT which_window, SHIP_FRAGMENTPTR YankedStarShipPtr)
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r.corner.x = r.corner.y = 0;
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r.corner.x = r.corner.y = 0;
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r.extent.width = SHIP_WIN_WIDTH;
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r.extent.width = SHIP_WIN_WIDTH;
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r.extent.height = SHIP_WIN_HEIGHT;
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r.extent.height = SHIP_WIN_HEIGHT;
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ButtonState = AnyButtonPress (FALSE) ? 1 : 0;
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FlushInput ();
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if (ButtonState)
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{
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while (ButtonState)
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if (!AnyButtonPress (FALSE))
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ButtonState = 0;
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else
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TaskSwitch();
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}
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TimeIn = GetTimeCounter ();
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TimeIn = GetTimeCounter ();
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for (j = 0; (j < SHIP_WIN_FRAMES) && !AllDoorsFinished; j++)
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for (j = 0; (j < SHIP_WIN_FRAMES) && !AllDoorsFinished; j++)
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@@ -494,8 +485,6 @@ ShowCombatShip (COUNT which_window, SHIP_FRAGMENTPTR YankedStarShipPtr)
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ship_win_info[0].rtdoor_s.origin.x = 0;
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ship_win_info[0].rtdoor_s.origin.x = 0;
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}
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}
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AllDoorsFinished = TRUE;
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AllDoorsFinished = TRUE;
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while (AnyButtonPress (FALSE))
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TaskSwitch();
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}
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}
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LockMutex (GraphicsLock);
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LockMutex (GraphicsLock);
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OldContext = SetContext (OffScreenContext);
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OldContext = SetContext (OffScreenContext);
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