Render tweaks part 1: refactored sprite struct.
Optimized sprite handling in render. Fixed switch warning in control.
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23 files changed
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@@ -25,7 +25,7 @@ int TKickback::Message(MessageCode code, float value)
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{
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timer::kill(Timer);
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if (ListBitmap)
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render::sprite_set_bitmap(RenderSprite, nullptr);
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RenderSprite->set_bitmap(nullptr);
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Timer = 0;
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KickActiveFlag = 0;
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Threshold = 1000000000.0;
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@@ -67,8 +67,7 @@ void TKickback::TimerExpired(int timerId, void* caller)
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{
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auto bmp = kick->ListBitmap->at(1);
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auto zMap = kick->ListZMap->at(1);
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render::sprite_set(
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kick->RenderSprite,
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kick->RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - kick->PinballTable->XOffset,
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@@ -81,8 +80,7 @@ void TKickback::TimerExpired(int timerId, void* caller)
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{
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auto bmp = kick->ListBitmap->at(0);
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auto zMap = kick->ListZMap->at(0);
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render::sprite_set(
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kick->RenderSprite,
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kick->RenderSprite->set(
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bmp,
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zMap,
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bmp->XPosition - kick->PinballTable->XOffset,
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