[GameCommand] Don't allow battle/rave with Routine (StyleType_TwoPlayersSharedSides). also cleanup
[RageTypes] remove glowmode stub stuff [RageDisplayOGL] update comments slightly
This commit is contained in:
+31
-32
@@ -168,7 +168,7 @@ void GameCommand::LoadOne( const Command& cmd )
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RString sName = cmd.GetName();
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if( sName.empty() )
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return;
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RString sValue;
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for( unsigned i = 1; i < cmd.m_vsArgs.size(); ++i )
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{
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@@ -208,7 +208,7 @@ void GameCommand::LoadOne( const Command& cmd )
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{
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m_sAnnouncer = sValue;
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}
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else if( sName == "name" )
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{
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m_sName = sValue;
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@@ -232,19 +232,19 @@ void GameCommand::LoadOne( const Command& cmd )
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m_sStageModifiers += ",";
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m_sStageModifiers += sValue;
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}
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else if( sName == "lua" )
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{
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m_LuaFunction.SetFromExpression( sValue );
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ASSERT_M( !m_LuaFunction.IsNil(), ssprintf("\"%s\" evaluated to nil", sValue.c_str()) );
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}
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else if( sName == "screen" )
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{
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m_sScreen = sValue;
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m_bPushScreen = false;
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}
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else if( sName == "song" )
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{
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m_pSong = SONGMAN->FindSong( sValue );
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@@ -391,7 +391,7 @@ void GameCommand::LoadOne( const Command& cmd )
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m_bApplyDefaultOptions = true;
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}
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/* sm-ssc additions begin: */
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// sm-ssc additions begin:
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else if( sName == "urlnoexit" )
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{
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m_sUrl = sValue;
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@@ -420,7 +420,7 @@ void GameCommand::LoadOne( const Command& cmd )
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else if( sName == "fademusic" )
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{
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// todo: parse for shit.
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// todo: parse things correctly. -aj
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if( cmd.m_vsArgs.size() == 3 )
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{
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m_bFadeMusic = true;
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@@ -478,13 +478,14 @@ static bool AreStyleAndPlayModeCompatible( const Style *style, PlayMode pm )
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case PLAY_MODE_RAVE:
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// Can't play rave if there isn't enough room for two players.
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// This is correct for dance (ie, no rave for solo and doubles),
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// and should be okay for pump .. not sure about other game types.
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// and should be okay for pump.. not sure about other game types.
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// Techno Motion scales down versus arrows, though, so allow this.
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if( style->m_iColsPerPlayer >= 6 && RString(GAMESTATE->m_pCurGame->m_szName) != "techno" )
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return false;
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/* Don't allow battle modes if the style takes both sides. */
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if( style->m_StyleType==StyleType_OnePlayerTwoSides )
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// Don't allow battle modes if the style takes both sides.
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if( style->m_StyleType==StyleType_OnePlayerTwoSides ||
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style->m_StyleType==StyleType_TwoPlayersSharedSides )
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return false;
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}
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@@ -510,13 +511,13 @@ bool GameCommand::IsPlayable( RString *why ) const
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{
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case CoinMode_Home:
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case CoinMode_Free:
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iCredits = NUM_PLAYERS; /* not iNumCreditsPaid */
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iCredits = NUM_PLAYERS; // not iNumCreditsPaid
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}
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/* With PREFSMAN->m_bDelayedCreditsReconcile disabled, enough credits must be
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* paid. (This means that enough sides must be joined.) Enabled, simply having
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* enough credits lying in the machine is sufficient; we'll deduct the extra in
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* Apply(). */
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/* With PREFSMAN->m_bDelayedCreditsReconcile disabled, enough credits must
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* be paid. (This means that enough sides must be joined.) Enabled, simply
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* having enough credits lying in the machine is sufficient; we'll deduct the
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* extra in Apply(). */
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int iNumCreditsAvailable = iNumCreditsPaid;
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if( PREFSMAN->m_bDelayedCreditsReconcile )
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iNumCreditsAvailable += iCredits;
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@@ -528,10 +529,10 @@ bool GameCommand::IsPlayable( RString *why ) const
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return false;
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}
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/* If you've paid too much already, don't allow the mode. (If we allow this,
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/* If you've paid too much already, don't allow the mode. (If we allow this,
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* the credits will be "refunded" in Apply(), but that's confusing.) */
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/* Do allow the mode if they've already joined in more credits than
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* are required. Otherwise, people who put in two credits to play
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* are required. Otherwise, people who put in two credits to play
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* doubles on a doubles-premium machiune will get locked out.
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* the refund logic isn't that awkward because you never see the
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* credits number jump up - the credits display is hidden if both
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@@ -545,8 +546,8 @@ bool GameCommand::IsPlayable( RString *why ) const
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}
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*/
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/* If both sides are joined, disallow singles modes, since easy to select them
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* accidentally, instead of versus mode. */
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/* If both sides are joined, disallow singles modes, since easy to select
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* them accidentally, instead of versus mode. */
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if( m_pStyle->m_StyleType == StyleType_OnePlayerOneSide &&
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GAMESTATE->GetNumSidesJoined() > 1 )
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{
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@@ -642,7 +643,7 @@ void GameCommand::Apply( const vector<PlayerNumber> &vpns ) const
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{
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if( m_Commands.v.size() )
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{
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// We were filled using a GameCommand from metrics. Apply the options in order.
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// We were filled using a GameCommand from metrics. Apply the options in order.
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FOREACH_CONST( Command, m_Commands.v, cmd )
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{
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GameCommand gc;
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@@ -654,7 +655,7 @@ void GameCommand::Apply( const vector<PlayerNumber> &vpns ) const
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}
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else
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{
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// We were filled by an OptionRowHandler in code. m_Commands isn't filled,
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// We were filled by an OptionRowHandler in code. m_Commands isn't filled,
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// so just apply the values that are already set in this.
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this->ApplySelf( vpns );
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}
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@@ -671,10 +672,9 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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{
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GAMESTATE->SetCurrentStyle( m_pStyle );
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// It's possible to choose a style that didn't have enough
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// players joined. If enough players aren't joined, then
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// we need to subtract credits for the sides that will be
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// joined as a result of applying this option.
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// It's possible to choose a style that didn't have enough players joined.
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// If enough players aren't joined, then we need to subtract credits
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// for the sides that will be joined as a result of applying this option.
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if( GAMESTATE->GetCoinMode() == CoinMode_Pay )
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{
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int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
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@@ -685,9 +685,8 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit, GAMESTATE->m_iCoins.Get() );
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}
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// If only one side is joined and we picked a style
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// that requires both sides, join the other side.
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// If only one side is joined and we picked a style that requires both
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// sides, join the other side.
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switch( m_pStyle->m_StyleType )
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{
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case StyleType_OnePlayerOneSide:
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@@ -791,8 +790,8 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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ScreenPrompt::Prompt( SM_None, COULD_NOT_LAUNCH_BROWSER );
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}
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/* If we're going to stop music, do so before preparing new screens, so we don't
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* stop music between preparing screens and loading screens. */
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/* If we're going to stop music, do so before preparing new screens, so we
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* don't stop music between preparing screens and loading screens. */
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if( m_bStopMusic )
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SOUND->StopMusic();
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if( m_bFadeMusic )
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@@ -823,7 +822,7 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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GAMESTATE->GetDefaultSongOptions( so );
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GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
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}
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// HACK: Set life type to BATTERY just once here so it happens once and
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// HACK: Set life type to BATTERY just once here so it happens once and
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// we don't override the user's changes if they back out.
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if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI &&
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GAMESTATE->m_PlayMode != OldPlayMode &&
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@@ -1593,22 +1593,22 @@ void RageDisplay_OGL::SetTextureMode( TextureUnit tu, TextureMode tm )
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
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break;
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case TextureMode_Glow:
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// the below function is brighten:
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// the below function is glowmode,brighten:
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if( !GLExt.m_bARB_texture_env_combine && !GLExt.m_bEXT_texture_env_combine )
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{
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/* This is changing blend state, instead of texture state, which isn't
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* great, but it's better than doing nothing. */
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/* This is changing blend state, instead of texture state, which
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* isn't great, but it's better than doing nothing. */
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glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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return;
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}
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// and this is whiten:
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/* Source color is the diffuse color only: */
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// and this is glowmode,whiten:
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// Source color is the diffuse color only:
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT );
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/* Source alpha is texture alpha * diffuse alpha: */
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// Source alpha is texture alpha * diffuse alpha:
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT );
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@@ -155,14 +155,6 @@ static const char *ZTestModeNames[] =
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XToString( ZTestMode );
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LuaXType( ZTestMode );
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static const char *GlowModeNames[] =
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{
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"Brighten",
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"Whiten",
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};
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XToString( GlowMode );
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LuaXType( GlowMode );
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static const char *TextGlowModeNames[] =
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{
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"Inner",
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+4
-13
@@ -25,14 +25,14 @@ LuaDeclareType( BlendMode );
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enum TextureMode
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{
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/* Affects one texture stage. Texture is modulated with the diffuse color. */
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// Affects one texture stage. Texture is modulated with the diffuse color.
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TextureMode_Modulate,
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/* Affects one texture stage. Color is replaced with white, leaving alpha. Used
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* with BLEND_ADD to add glow. */
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/* Affects one texture stage. Color is replaced with white, leaving alpha.
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* Used with BLEND_ADD to add glow. */
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TextureMode_Glow,
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/* Affects one texture stage. Color is added to the previous texture stage. */
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// Affects one texture stage. Color is added to the previous texture stage.
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TextureMode_Add,
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NUM_TextureMode,
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@@ -85,15 +85,6 @@ enum PolygonMode
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};
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LuaDeclareType( PolygonMode );
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enum GlowMode
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{
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GlowMode_Brighten,
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GlowMode_Whiten,
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NUM_GlowMode,
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GlowMode_Invalid
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};
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LuaDeclareType( GlowMode );
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enum TextGlowMode
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{
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TextGlowMode_Inner,
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