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https://github.com/ddnet/ddnet.git
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some missed files
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38aacd5dbb
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@ -223,26 +223,6 @@ images {
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filename "data/game.png"
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}
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sun {
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filename "data/sun.png"
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}
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moon {
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filename "data/moon.png"
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}
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stars {
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filename "data/stars.png"
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}
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snow {
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filename "data/snow.png"
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}
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backdrop {
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filename "data/mountain_paralax.png"
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}
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cursor {
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filename "data/gui_cursor.png"
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}
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@ -250,10 +230,6 @@ images {
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banner {
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filename "data/gui_logo.png"
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}
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clouds {
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filename "data/cloudmap.png"
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}
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emoticons {
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filename "data/emoticons.png"
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@ -642,7 +642,7 @@ void anim_eval_add(animstate *state, animation *anim, float time, float amount)
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anim_add(state, &add, amount);
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}
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void draw_circle(float x, float y, float r, int segments)
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static void draw_circle(float x, float y, float r, int segments)
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{
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float f_segments = (float)segments;
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for(int i = 0; i < segments; i+=2)
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@ -665,171 +665,6 @@ void draw_circle(float x, float y, float r, int segments)
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}
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}
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void render_moon(float x, float y)
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{
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gfx_texture_set(data->images[IMAGE_MOON].id);
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gfx_quads_begin();
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gfx_quads_draw(x, y, 512, 512);
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gfx_quads_end();
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}
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void render_stars()
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{
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struct star
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{
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vec2 p;
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float tingle;
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float rot;
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float size;
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};
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static const int NUM_STARS = 20;
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static star stars[NUM_STARS];
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static bool init = true;
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if(init)
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{
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for(int i = 0; i < NUM_STARS; i++)
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{
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stars[i].p.x = (frandom()-0.5f)*800*3;
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stars[i].p.y = (frandom()-0.5f)*300*3;
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stars[i].tingle = frandom();
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stars[i].rot = frandom()*pi;
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stars[i].size = 30.0f+frandom()*20.0f;
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}
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init = false;
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}
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int64 now = time_get();
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int64 freq = time_freq()*5;
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float t = (now%freq)/(float)freq;
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gfx_texture_set(data->images[IMAGE_STARS].id);
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gfx_quads_begin();
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gfx_quads_setsubset(0,0,0.5f,1);
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for(int i = 0; i < NUM_STARS; i++)
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{
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float a = fmod(t+stars[i].tingle, 1.0f);
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gfx_quads_setrotation(stars[i].rot);
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gfx_setcolor(1,1,1,0.25f+sinf(a*pi)*0.75f);
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gfx_quads_draw(stars[i].p.x, stars[i].p.y, stars[i].size, stars[i].size);
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}
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gfx_quads_end();
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}
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void render_snow()
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{
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vec2 tl, br;
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gfx_getscreen(&tl.x, &tl.y, &br.x, &br.y);
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tl.x += 1000; // this is here to fix positions below 0,0
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tl.y += 1000;
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br.x += 1000;
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br.y += 1000;
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struct flake
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{
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vec2 p;
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float tingle;
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float rot;
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float size;
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float yspeed;
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float xspeed;
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};
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static const int NUM_FLAKES = 100;
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static flake flakes[NUM_FLAKES];
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static bool init = true;
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float w = 400*6;
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float h = 300*6;
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if(init)
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{
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for(int i = 0; i < NUM_FLAKES; i++)
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{
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flakes[i].p.x = frandom()*w;
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flakes[i].p.y = frandom()*h;
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flakes[i].tingle = frandom();
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flakes[i].rot = frandom()*pi;
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flakes[i].size = 50.0f+frandom()*10.0f;
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flakes[i].yspeed = 50+frandom()*20.0f;
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flakes[i].xspeed = flakes[i].yspeed * (0.4+frandom()*0.4f);
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}
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init = false;
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}
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int basex = (int)(tl.x/w);
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float splitx = tl.x-basex*w;
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int basey = (int)(tl.y/h);
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float splity = tl.y-basey*h;
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float f = client_frametime();
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gfx_texture_set(data->images[IMAGE_SNOW].id);
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gfx_quads_begin();
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for(int i = 0; i < NUM_FLAKES; i++)
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{
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flakes[i].p.x -= f*flakes[i].xspeed;
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flakes[i].p.y += f*flakes[i].yspeed;
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if(flakes[i].p.x < 0)
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flakes[i].p.x += w;
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if(flakes[i].p.y > h)
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flakes[i].p.y -= h;
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float x = flakes[i].p.x + basex*w;
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float y = flakes[i].p.y + basey*h;
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if(flakes[i].p.x < splitx)
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x += w;
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if(flakes[i].p.y < splity)
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y += h;
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x -= 1000;
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y -= 1000;
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gfx_quads_setrotation(flakes[i].rot);
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gfx_quads_draw(x, y, flakes[i].size, flakes[i].size);
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}
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gfx_quads_end();
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}
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void render_sun(float x, float y)
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{
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vec2 pos(x, y);
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gfx_texture_set(-1);
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gfx_blend_additive();
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gfx_quads_begin();
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const int rays = 10;
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gfx_setcolor(1.0f,1.0f,1.0f,0.025f);
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for(int r = 0; r < rays; r++)
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{
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float a = r/(float)rays + client_localtime()*0.025f;
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float size = (1.0f/(float)rays)*0.25f;
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vec2 dir0(sinf((a-size)*pi*2.0f), cosf((a-size)*pi*2.0f));
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vec2 dir1(sinf((a+size)*pi*2.0f), cosf((a+size)*pi*2.0f));
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gfx_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f);
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gfx_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f);
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gfx_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f);
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gfx_setcolorvertex(3, 1.0f,1.0f,1.0f,0.0f);
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const float range = 1000.0f;
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gfx_quads_draw_freeform(
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pos.x+dir0.x, pos.y+dir0.y,
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pos.x+dir1.x, pos.y+dir1.y,
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pos.x+dir0.x*range, pos.y+dir0.y*range,
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pos.x+dir1.x*range, pos.y+dir1.y*range);
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}
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gfx_quads_end();
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gfx_blend_normal();
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gfx_texture_set(data->images[IMAGE_SUN].id);
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gfx_quads_begin();
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gfx_quads_draw(pos.x, pos.y, 256, 256);
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gfx_quads_end();
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}
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static vec2 emoticon_selector_mouse;
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void emoticon_selector_reset()
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