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@ -1328,12 +1328,12 @@ extern SDL_Surface *pal_surface;
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*/ |
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void ClearScreenBuffer() |
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{ |
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lock_buf(); |
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lock_buf(3); |
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assert(pal_surface != nullptr); |
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SDL_FillRect(pal_surface, nullptr, 0); |
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unlock_buf(); |
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unlock_buf(3); |
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} |
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#ifdef _DEBUG |
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@ -1537,9 +1537,9 @@ void scrollrt_draw_game_screen()
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if (IsHardwareCursor()) { |
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SetHardwareCursorVisible(ShouldShowCursor()); |
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} else { |
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lock_buf(); |
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lock_buf(0); |
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DrawCursor(GlobalBackBuffer()); |
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unlock_buf(); |
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unlock_buf(0); |
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} |
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DrawMain(hgt, false, false, false, false, false); |
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@ -1547,9 +1547,9 @@ void scrollrt_draw_game_screen()
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RenderPresent(); |
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if (!IsHardwareCursor()) { |
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lock_buf(); |
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lock_buf(0); |
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UndrawCursor(GlobalBackBuffer()); |
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unlock_buf(); |
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unlock_buf(0); |
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} |
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} |
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@ -1582,7 +1582,7 @@ void DrawAndBlit()
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force_redraw = 0; |
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lock_buf(); |
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lock_buf(0); |
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const CelOutputBuffer &out = GlobalBackBuffer(); |
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UndrawCursor(out); |
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@ -1618,7 +1618,7 @@ void DrawAndBlit()
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DrawFPS(out); |
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unlock_buf(); |
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unlock_buf(0); |
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DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag); |
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