Minor fix
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6ede2722a0
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bca1c618f0
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@ -80,7 +80,7 @@ void loadGameGraphics()
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if (shipShape[i - SHIP_HIT_INDEX] == NULL)
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if (shipShape[i - SHIP_HIT_INDEX] == NULL)
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continue;
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continue;
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shipShape[i] = createSurface(shipShape[i - SHIP_HIT_INDEX]->w,
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shipShape[i] = createSurface(shipShape[i - SHIP_HIT_INDEX]->w,
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shipShape[i- SHIP_HIT_INDEX]->h);
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shipShape[i - SHIP_HIT_INDEX]->h);
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blit(shipShape[i - SHIP_HIT_INDEX], 0, 0, shipShape[i]);
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blit(shipShape[i - SHIP_HIT_INDEX], 0, 0, shipShape[i]);
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switch (shipShape[i]->format->BitsPerPixel)
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switch (shipShape[i]->format->BitsPerPixel)
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@ -88,34 +88,34 @@ void loadGameGraphics()
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case 32:
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case 32:
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SDL_LockSurface(shipShape[i]);
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SDL_LockSurface(shipShape[i]);
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p32 = (Uint32 *)shipShape[i]->pixels;
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p32 = (Uint32 *)shipShape[i]->pixels;
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SDL_UnlockSurface(shipShape[i]);
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for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++)
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for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++)
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{
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{
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if (p32[j])
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if (p32[j])
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p32[j] |= shipShape[i]->format->Rmask;
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p32[j] |= shipShape[i]->format->Rmask;
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}
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}
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SDL_UnlockSurface(shipShape[i]);
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break;
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break;
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case 16:
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case 16:
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SDL_LockSurface(shipShape[i]);
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SDL_LockSurface(shipShape[i]);
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p16 = (Uint16 *)shipShape[i]->pixels;
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p16 = (Uint16 *)shipShape[i]->pixels;
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SDL_UnlockSurface(shipShape[i]);
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for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++)
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for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++)
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{
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{
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if (p16[j])
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if (p16[j])
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p16[j] |= shipShape[i]->format->Rmask;
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p16[j] |= shipShape[i]->format->Rmask;
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}
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}
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SDL_UnlockSurface(shipShape[i]);
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break;
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break;
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case 8:
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case 8:
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SDL_LockSurface(shipShape[i]);
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SDL_LockSurface(shipShape[i]);
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p8 = (Uint8 *)shipShape[i]->pixels;
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p8 = (Uint8 *)shipShape[i]->pixels;
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SDL_UnlockSurface(shipShape[i]);
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for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++)
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for (int j = 0; j < shipShape[i]->w * shipShape[i]->h; j++)
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{
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{
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if (p8[j])
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if (p8[j])
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p8[j] = SDL_MapRGB(shipShape[i]->format, 255, 0, 0);
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p8[j] = SDL_MapRGB(shipShape[i]->format, 255, 0, 0);
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}
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}
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SDL_UnlockSurface(shipShape[i]);
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break;
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break;
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}
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}
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