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https://github.com/GTAmodding/re3.git
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mips overdose
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parent
91fbfc1d23
commit
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35 changed files with 9019 additions and 221 deletions
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@ -1,3 +1,4 @@
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#define WITHWINDOWS
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#include "common.h"
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#include "RwHelper.h"
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@ -8,48 +9,125 @@
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RwRaster *CMBlur::pFrontBuffer;
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bool CMBlur::ms_bJustInitialised;
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bool CMBlur::ms_bScaledBlur;
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bool CMBlur::BlurOn;
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static RwIm2DVertex Vertex[4];
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static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
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void
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RwBool
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CMBlur::MotionBlurOpen(RwCamera *cam)
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{
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// TODO. this is simplified
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#ifdef GTA_PS2
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RwRect rect = {0, 0, 0, 0};
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if (pFrontBuffer)
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return TRUE;
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BlurOn = true;
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rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
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rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
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pFrontBuffer = RwRasterCreate(0, 0, 0, rwRASTERDONTALLOCATE|rwRASTERTYPECAMERATEXTURE);
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if (!pFrontBuffer)
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{
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printf("Error creating raster\n");
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return FALSE;
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}
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RwRaster *raster = RwRasterSubRaster(pFrontBuffer, RwCameraGetRaster(cam), &rect);
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if (!raster)
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{
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RwRasterDestroy(pFrontBuffer);
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pFrontBuffer = NULL;
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printf("Error subrastering\n");
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return FALSE;
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}
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CreateImmediateModeData(cam, &rect);
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#else
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RwRect rect = { 0, 0, 0, 0 };
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if(pFrontBuffer)
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MotionBlurClose();
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if(BlurOn){
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for(rect.w = 1; rect.w < RwRasterGetWidth(RwCameraGetRaster(cam)); rect.w *= 2);
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for(rect.h = 1; rect.h < RwRasterGetHeight(RwCameraGetRaster(cam)); rect.h *= 2);
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pFrontBuffer = RwRasterCreate(rect.w, rect.h, RwRasterGetDepth(RwCameraGetRaster(cam)), rwRASTERTYPECAMERATEXTURE);
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if(pFrontBuffer)
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ms_bJustInitialised = true;
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else{
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debug("MBlurOpen can't create raster.");
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extern void _GetVideoMemInfo(LPDWORD total, LPDWORD avaible);
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DWORD total, avaible;
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_GetVideoMemInfo(&total, &avaible);
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debug("Available video memory %d\n", avaible);
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if(BlurOn)
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{
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int32 width = Pow(2.0f, int32(log2(RwRasterGetWidth (RwCameraGetRaster(cam))))+1);
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int32 height = Pow(2.0f, int32(log2(RwRasterGetHeight(RwCameraGetRaster(cam))))+1);
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int32 depth = RwRasterGetDepth(RwCameraGetRaster(cam));
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#ifndef LIBRW
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extern D3DCAPS8 _RwD3D8DeviceCaps;
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extern DWORD _dwMemTotalVideo;
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if ( _RwD3D8DeviceCaps.MaxTextureWidth >= width && _RwD3D8DeviceCaps.MaxTextureHeight >= height )
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{
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total = _dwMemTotalVideo - 3 *
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( RwRasterGetDepth(RwCameraGetRaster(cam))
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* RwRasterGetHeight(RwCameraGetRaster(cam))
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* RwRasterGetWidth(RwCameraGetRaster(cam)) / 8 );
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BlurOn = total >= height*width*(depth/8) + (12*1024*1024) /*12 MB*/;
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}
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else
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BlurOn = false;
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#endif
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if ( BlurOn )
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{
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ms_bScaledBlur = false;
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rect.w = width;
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rect.h = height;
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pFrontBuffer = RwRasterCreate(rect.w, rect.h, depth, rwRASTERTYPECAMERATEXTURE);
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if ( !pFrontBuffer )
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{
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debug("MBlurOpen can't create raster.");
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BlurOn = false;
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rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
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rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
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}
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else
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ms_bJustInitialised = true;
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}
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else
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{
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rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
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rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
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}
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_GetVideoMemInfo(&total, &avaible);
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debug("Available video memory %d\n", avaible);
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CreateImmediateModeData(cam, &rect);
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}else{
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}
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else
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{
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rect.w = RwRasterGetWidth(RwCameraGetRaster(cam));
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rect.h = RwRasterGetHeight(RwCameraGetRaster(cam));
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CreateImmediateModeData(cam, &rect);
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}
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return TRUE;
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#endif
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}
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void
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RwBool
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CMBlur::MotionBlurClose(void)
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{
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if(pFrontBuffer){
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RwRasterDestroy(pFrontBuffer);
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pFrontBuffer = nil;
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return TRUE;
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}
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return FALSE;
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}
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void
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CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 addalpha)
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{
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RwRGBA color = { (RwUInt8)red, (RwUInt8)green, (RwUInt8)blue, (RwUInt8)blur };
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#ifdef GTA_PS2
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if( pFrontBuffer )
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OverlayRender(cam, pFrontBuffer, color, type, addalpha);
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#else
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if(BlurOn){
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if(pFrontBuffer){
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if(ms_bJustInitialised)
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}else{
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OverlayRender(cam, nil, color, type, addalpha);
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}
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#endif
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}
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void
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DefinedState();
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switch(type){
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case MBLUR_INTRO1:
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switch(type)
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{
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case MOTION_BLUR_SECURITY_CAM:
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r = 0;
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g = 255;
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b = 0;
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a = 128;
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break;
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case MBLUR_INTRO3:
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case MOTION_BLUR_INTRO:
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r = 100;
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g = 220;
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b = 230;
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a = 158;
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break;
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case MBLUR_INTRO4:
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case MOTION_BLUR_INTRO2:
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r = 80;
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g = 255;
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b = 230;
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a = 138;
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break;
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case MBLUR_INTRO6:
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case MOTION_BLUR_INTRO3:
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r = 255;
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g = 60;
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b = 60;
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a = 200;
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break;
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case MBLUR_UNUSED:
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case MOTION_BLUR_INTRO4:
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r = 255;
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g = 180;
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b = 180;
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}
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if(!BlurOn){
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r *= 0.6f;
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g *= 0.6f;
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b *= 0.6f;
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if(type != 1)
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a *= 0.6f;
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r = Min(r*0.6f, 255.0f);
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g = Min(g*0.6f, 255.0f);
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b = Min(b*0.6f, 255.0f);
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if(type != MOTION_BLUR_SNIPER)
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a = Min(a*0.6f, 255.0f);
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// game clamps to 255 here, but why?
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}
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RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, a);
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