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@ -1152,39 +1152,39 @@ void DoPaletteAnimations()
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memcpy(old_val, palette_pos, oldval_size);
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/* Dark blue water */
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s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_TOY : ev->dark_water;
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j = EXTR(320, 5);
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for (i = 0; i != 5; i++) {
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s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
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j = EXTR(320, EPV_CYCLES_DARK_WATER);
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for (i = 0; i != EPV_CYCLES_DARK_WATER; i++) {
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*palette_pos++ = s[j];
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j++;
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if (j == 5) j = 0;
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if (j == EPV_CYCLES_DARK_WATER) j = 0;
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}
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/* Glittery water */
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s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_TOY : ev->glitter_water;
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j = EXTR(128, 15);
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for (i = 0; i != 5; i++) {
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/* Glittery water; jumps over 3 colours each cycle! */
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s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
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j = EXTR(128, EPV_CYCLES_GLITTER_WATER);
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for (i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
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*palette_pos++ = s[j];
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j += 3;
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if (j >= 15) j -= 15;
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if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER;
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}
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/* Fizzy Drink bubbles animation */
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s = ev->fizzy_drink;
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j = EXTR2(512, 5);
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for (i = 0; i != 5; i++) {
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j = EXTR2(512, EPV_CYCLES_FIZZY_DRINK);
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for (i = 0; i != EPV_CYCLES_FIZZY_DRINK; i++) {
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*palette_pos++ = s[j];
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j++;
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if (j == 5) j = 0;
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if (j == EPV_CYCLES_FIZZY_DRINK) j = 0;
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}
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/* Oil refinery fire animation */
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s = ev->oil_ref;
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j = EXTR2(512, 7);
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for (i = 0; i != 7; i++) {
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s = ev->oil_refinery;
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j = EXTR2(512, EPV_CYCLES_OIL_REFINERY);
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for (i = 0; i != EPV_CYCLES_OIL_REFINERY; i++) {
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*palette_pos++ = s[j];
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j++;
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if (j == 7) j = 0;
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if (j == EPV_CYCLES_OIL_REFINERY) j = 0;
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}
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/* Radio tower blinking */
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@ -1220,17 +1220,17 @@ void DoPaletteAnimations()
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/* Handle lighthouse and stadium animation */
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s = ev->lighthouse;
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j = EXTR(256, 4);
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for (i = 0; i != 4; i++) {
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j = EXTR(256, EPV_CYCLES_LIGHTHOUSE);
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for (i = 0; i != EPV_CYCLES_LIGHTHOUSE; i++) {
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*palette_pos++ = s[j];
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j++;
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if (j == 4) j = 0;
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if (j == EPV_CYCLES_LIGHTHOUSE) j = 0;
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}
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/* Animate water for old DOS graphics */
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if (_use_palette == PAL_DOS) {
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/* Dark blue water DOS */
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s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_TOY : ev->dark_water;
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s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
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j = EXTR(320, 5);
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for (i = 0; i != 5; i++) {
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*palette_pos++ = s[j];
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@ -1239,7 +1239,7 @@ void DoPaletteAnimations()
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}
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/* Glittery water DOS */
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s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_TOY : ev->glitter_water;
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s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
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j = EXTR(128, 15);
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for (i = 0; i != 5; i++) {
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*palette_pos++ = s[j];
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