engine-c: denser BT_TURRET barrel/base/shield/ammo densify++2 sprites↔snapshot
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2 changed files with 38 additions and 0 deletions
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@ -1421,6 +1421,25 @@ static void draw_bld(Building *b, int sx, int sy) {
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fill_rect(sx + W/2 - 7, sy + H/2 - 6, 1, 1, 20, 80, 120); /* peri glass */
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fill_rect(sx + W/2 - 7, sy + H/2 - 6, 1, 1, 20, 80, 120); /* peri glass */
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fill_rect(sx + 8, sy + H - 6, 2, 2, br, bg, bb); /* tread scar L */
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fill_rect(sx + 8, sy + H - 6, 2, 2, br, bg, bb); /* tread scar L */
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fill_rect(sx + W - 10, sy + H - 6, 2, 2, br, bg, bb); /* tread scar R */
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fill_rect(sx + W - 10, sy + H - 6, 2, 2, br, bg, bb); /* tread scar R */
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/* denser++2 : barrel bands/trunnion, shield rivets, ammo crate/mag, base ring, mantle, recoil */
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fill_rect(sx + W/2 + 5, sy + H/2 - 3, 5, 1, 55, 50, 42); /* barrel band mid */
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fill_rect(sx + W/2 + 8, sy + H/2 - 3, 1, 3, 40, 36, 30); /* barrel collar */
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fill_rect(sx + W/2 + 1, sy + H/2 - 1, 3, 2, 70, 65, 55); /* trunnion L */
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fill_rect(sx + W/2 + 4, sy + H/2 - 1, 2, 2, 70, 65, 55); /* trunnion R */
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fill_rect(sx + W/2 - 6, sy + H/2 - 2, 2, 4, br, bg, bb); /* gun mantle */
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fill_rect(sx + W/2 - 5, sy + H/2 - 1, 1, 2, lr, lg, lb); /* mantle highlight */
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fill_rect(sx + W/2 - 7, sy + H/2 - 6, 1, 1, 45, 42, 36); /* shield rivet NW */
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fill_rect(sx + W/2 + 5, sy + H/2 - 6, 1, 1, 45, 42, 36); /* shield rivet NE */
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fill_rect(sx + W/2 - 7, sy + H/2 + 1, 1, 1, 45, 42, 36); /* shield rivet SW */
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fill_rect(sx + W/2 + 5, sy + H/2 + 1, 1, 1, 45, 42, 36); /* shield rivet SE */
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fill_rect(sx + W - 9, sy + H/2 + 2, 4, 3, 90, 75, 50); /* ammo crate */
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fill_rect(sx + W - 8, sy + H/2 + 3, 2, 1, 40, 35, 28); /* crate latch */
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fill_rect(sx + W/2 + 6, sy + H/2 + 5, 3, 2, 50, 45, 38); /* mag well */
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fill_rect(sx + W/2 + 7, sy + H/2 + 5, 1, 1, 200, 170, 60); /* mag brass */
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fill_rect(sx + W/2 - 4, sy + H - 7, 8, 1, 60, 55, 45); /* base ring */
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fill_rect(sx + W/2 - 1, sy + H - 8, 2, 1, 80, 75, 65); /* bearing tooth */
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fill_rect(sx + W/2 - 2, sy + H/2 + 3, 5, 1, 55, 48, 40); /* recoil cylinder */
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fill_rect(sx + W/2, sy + H/2 + 3, 1, 1, 180, 160, 90); /* recoil piston tip */
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break;
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break;
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case BT_WALL:
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case BT_WALL:
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/* denser fort: battlement, gate, scars, rubble (KKND fort read) */
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/* denser fort: battlement, gate, scars, rubble (KKND fort read) */
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@ -1223,6 +1223,25 @@ SDL_Texture *sprites_make_bld(SDL_Renderer *r, BuildingType t, Faction f) {
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fill_rect(s, W/2 - 7, H/2 - 6, 1, 1, 20, 80, 120, 255); /* peri glass */
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fill_rect(s, W/2 - 7, H/2 - 6, 1, 1, 20, 80, 120, 255); /* peri glass */
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fill_rect(s, 8, H - 6, 2, 2, dark.r, dark.g, dark.b, 255); /* tread scar L */
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fill_rect(s, 8, H - 6, 2, 2, dark.r, dark.g, dark.b, 255); /* tread scar L */
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fill_rect(s, W - 10, H - 6, 2, 2, dark.r, dark.g, dark.b, 255); /* tread scar R */
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fill_rect(s, W - 10, H - 6, 2, 2, dark.r, dark.g, dark.b, 255); /* tread scar R */
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/* denser++2 : barrel bands/trunnion, shield rivets, ammo crate/mag, base ring, mantle, recoil */
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fill_rect(s, W/2 + 5, H/2 - 3, 5, 1, 55, 50, 42, 255); /* barrel band mid */
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fill_rect(s, W/2 + 8, H/2 - 3, 1, 3, 40, 36, 30, 255); /* barrel collar */
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fill_rect(s, W/2 + 1, H/2 - 1, 3, 2, 70, 65, 55, 255); /* trunnion L */
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fill_rect(s, W/2 + 4, H/2 - 1, 2, 2, 70, 65, 55, 255); /* trunnion R */
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fill_rect(s, W/2 - 6, H/2 - 2, 2, 4, dark.r, dark.g, dark.b, 255); /* gun mantle */
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fill_rect(s, W/2 - 5, H/2 - 1, 1, 2, lite.r, lite.g, lite.b, 255); /* mantle highlight */
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fill_rect(s, W/2 - 7, H/2 - 6, 1, 1, 45, 42, 36, 255); /* shield rivet NW */
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fill_rect(s, W/2 + 5, H/2 - 6, 1, 1, 45, 42, 36, 255); /* shield rivet NE */
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fill_rect(s, W/2 - 7, H/2 + 1, 1, 1, 45, 42, 36, 255); /* shield rivet SW */
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fill_rect(s, W/2 + 5, H/2 + 1, 1, 1, 45, 42, 36, 255); /* shield rivet SE */
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fill_rect(s, W - 9, H/2 + 2, 4, 3, 90, 75, 50, 255); /* ammo crate */
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fill_rect(s, W - 8, H/2 + 3, 2, 1, 40, 35, 28, 255); /* crate latch */
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fill_rect(s, W/2 + 6, H/2 + 5, 3, 2, 50, 45, 38, 255); /* mag well */
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fill_rect(s, W/2 + 7, H/2 + 5, 1, 1, 200, 170, 60, 255); /* mag brass */
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fill_rect(s, W/2 - 4, H - 7, 8, 1, 60, 55, 45, 255); /* base ring */
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fill_rect(s, W/2 - 1, H - 8, 2, 1, 80, 75, 65, 255); /* bearing tooth */
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fill_rect(s, W/2 - 2, H/2 + 3, 5, 1, 55, 48, 40, 255); /* recoil cylinder */
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fill_rect(s, W/2, H/2 + 3, 1, 1, 180, 160, 90, 255); /* recoil piston tip */
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break;
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break;
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case BT_WALL:
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case BT_WALL:
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/* denser fort: battlement, gate, scars, rubble (KKND fort read) */
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/* denser fort: battlement, gate, scars, rubble (KKND fort read) */
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