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https://github.com/OpenDiablo2/OpenDiablo2
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Only draw shadows for layers that should have them (#704)
* Don't draw shadows for transparent layers * Also use cof shadow setting
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8d87c19532
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@ -40,3 +40,11 @@ const (
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// no effect
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DrawEffectNone
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)
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func (d DrawEffect) Transparent() bool {
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if d == DrawEffectNone {
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return false
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}
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return true
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}
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@ -38,4 +38,5 @@ type Animation interface {
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GetPlayedCount() int
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ResetPlayedCount()
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SetEffect(effect d2enum.DrawEffect)
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SetShadow(shadow bool)
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}
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@ -54,6 +54,7 @@ type animation struct {
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originAtBottom bool
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playLoop bool
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hasSubLoop bool // runs after first animation ends
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hasShadow bool
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}
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// SetSubLoop sets a sub loop for the animation
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@ -158,7 +159,7 @@ func (a *animation) RenderFromOrigin(target d2iface.Surface, shadow bool) error
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defer target.Pop()
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}
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if shadow {
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if shadow && !a.effect.Transparent() && a.hasShadow {
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_, height := a.GetFrameBounds()
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height = int(math.Abs(float64(height)))
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@ -338,3 +339,7 @@ func (a *animation) ResetPlayedCount() {
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func (a *animation) SetEffect(e d2enum.DrawEffect) {
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a.effect = e
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}
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func (a *animation) SetShadow(shadow bool) {
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a.hasShadow = shadow
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}
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@ -275,6 +275,7 @@ func (c *Composite) createMode(animationMode animationMode, weaponClass string)
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if err == nil {
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layer.SetPlaySpeed(mode.animationSpeed)
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layer.PlayForward()
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layer.SetShadow(cofLayer.Shadow != 0)
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if err := layer.SetDirection(c.direction); err != nil {
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return nil, err
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