mirror of https://github.com/nmlgc/ReC98.git
[Maintenance] [th03] Adopt the PlayfieldPoint subpixel type from TH02/TH04/TH05
Makes sense for this game as well, even if it can only serve documentary purpose due to it not knowing which playfield it's on. Part of P0182, funded by Lmocinemod and [Anonymous].
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@ -30,7 +30,7 @@ extern farfunc_t_near chargeshot_render[PLAYER_COUNT];
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// ------------
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typedef struct {
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SPPoint center;
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PlayfieldPoint center;
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bool is_hit;
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uint8_t unused_1;
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unsigned char invincibility_time;
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@ -24,7 +24,7 @@ enum shot_active_t {
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struct shotpair_t {
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char flag;
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char unused_1;
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SPPoint topleft;
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PlayfieldPoint topleft;
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Subpixel velocity_y;
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unsigned int so_pid;
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unsigned char so_anim;
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@ -19,6 +19,10 @@
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#define PLAYFIELD_VRAM_W_BORDERED (PLAYFIELD_W_BORDERED / BYTE_DOTS)
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// A subpixel point within one of the playfields. No conversion methods to
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// screen space here, since the instance doesn't know the playfield it is on.
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typedef SPPoint PlayfieldPoint;
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extern screen_x_t playfield_fg_shift_x[PLAYFIELD_COUNT];
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screen_x_t pascal playfield_fg_x_to_screen(Subpixel x, unsigned int pid);
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