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@@ -42,23 +42,23 @@ void DrawPlayerFace(uint32 face, int col
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/* draw the cheeks */
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DrawSprite(cheeks_table[flag&3], x, y);
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/* draw the chin */
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/* FIXME: real code uses -2 in zoomlevel 1 */
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{
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uint val = (face >> 4) & 3;
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uint val = GB(face, 4, 2);
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if (!(flag & 2)) {
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DrawSprite(0x327 + (flag&1?0:val), x, y);
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} else {
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DrawSprite((flag&1?0x3B1:0x391) + (val>>1), x, y);
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}
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}
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/* draw the eyes */
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{
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uint val1 = (face >> 6)&15;
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uint val2 = (face >> 20)&7;
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uint val1 = GB(face, 6, 4);
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uint val2 = GB(face, 20, 3);
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uint32 high = 0x314<<16;
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if (val2 >= 6) {
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high = 0x30F<<16;
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if (val2 != 6)
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high = 0x30D<<16;
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@@ -78,13 +78,13 @@ void DrawPlayerFace(uint32 face, int col
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}
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}
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}
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/* draw the mouth */
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{
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uint val = (face >> 10) & 63;
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uint val = GB(face, 10, 6);
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uint val2;
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if (!(flag&1)) {
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val2 = ((val&0xF) * 15 >> 4);
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if (val2 < 3) {
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@@ -124,13 +124,13 @@ void DrawPlayerFace(uint32 face, int col
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skip_mouth:;
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}
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/* draw the hair */
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{
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uint val = (face >> 16) & 15;
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uint val = GB(face, 16, 4);
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if (!(flag&2)) {
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if (!(flag&1)) {
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DrawSprite(0x382 + (val*9>>4), x, y);
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} else {
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DrawSprite(0x38B + (val*5>>4), x, y);
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}
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@@ -142,13 +142,13 @@ void DrawPlayerFace(uint32 face, int col
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}
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}
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}
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/* draw the tie */
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{
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uint val = (face >> 20) & 0xFF;
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uint val = GB(face, 20, 8);
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if (!(flag&1)) {
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DrawSprite(0x36B + ((val&3)*3>>2), x, y);
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DrawSprite(0x36E + ((val>>2)&3), x, y);
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DrawSprite(0x372 + ((val>>4)*6>>4), x, y);
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} else {
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@@ -161,13 +161,13 @@ void DrawPlayerFace(uint32 face, int col
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}
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}
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}
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/* draw the glasses */
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{
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uint val = (face >> 28) & 7;
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uint val = GB(face, 28, 3);
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if (!(flag&2)) {
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if (val<=1) {
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DrawSprite(0x347 + val, x, y);
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}
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} else {
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@@ -368,13 +368,13 @@ static byte GeneratePlayerColor(void)
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colors[i] = i;
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// And randomize it
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n = 100;
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do {
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r = Random();
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COLOR_SWAP(r & 0xF, (r >> 4) & 0xF);
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COLOR_SWAP(GB(r, 0, 4), GB(r, 4, 4));
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} while (--n);
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// Bubble sort it according to the values in table 1
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i = 16;
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do {
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for(j=0; j!=15; j++) {
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@@ -751,14 +751,14 @@ int32 CmdPlayerCtrl(int x, int y, uint32
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p->money64 = p->player_money = 100000000; // XXX - wtf?
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p->is_active = false;
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}
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} break;
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case 3: { /* Merge a company (#1) into another company (#2), elimination company #1 */
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PlayerID pid_old = p2 & 0xFFFF;
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PlayerID pid_new = (p2 >> 16) & 0xFFFF;
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PlayerID pid_old = GB(p2, 0, 16);
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PlayerID pid_new = GB(p2, 16, 16);
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if (pid_old >= MAX_PLAYERS || pid_new >= MAX_PLAYERS) return CMD_ERROR;
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if (!(flags & DC_EXEC)) return CMD_ERROR;
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ChangeOwnershipOfPlayerItems(pid_old, pid_new);
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