fp: Fix black being interpreted as blue

This commit is contained in:
doyle 2023-10-14 11:21:09 +11:00
parent 8a019c6c36
commit 6cee1f56df
4 changed files with 474 additions and 12 deletions

2
External/tely vendored

@ -1 +1 @@
Subproject commit b4b45f8d7cf37a4fced06d8afe4a693ee0604823 Subproject commit 833c1c5a7c62ac89442da56cf2453edb6954841b

462
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@ -0,0 +1,462 @@
Language: Cpp
IndentWidth: 4
TabWidth: 4
# Align parameters on the open bracket, e.g.:
# someLongFunction(argument1,
# argument2);
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---

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@ -13,7 +13,6 @@ Dqn_Rect FP_Game_GetBuildingPlacementRectForEntity(FP_Game *game, FP_GamePlaceab
return result; return result;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction); FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
Dqn_Rect box = FP_Game_CalcEntityWorldHitBox(game, entity->handle); Dqn_Rect box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
Dqn_V2 build_p = {}; Dqn_V2 build_p = {};
switch (entity->direction) { switch (entity->direction) {
@ -161,7 +160,7 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
Dqn_V2 global_earliest_pos_just_before_collide = {}; Dqn_V2 global_earliest_pos_just_before_collide = {};
if ((entity->flags & FP_GameEntityFlag_NoClip) == 0) { if ((entity->flags & FP_GameEntityFlag_NoClip) == 0) {
for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->play.root_entity); ) { for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->play.root_entity);) {
FP_GameEntity *collider = collider_it.entity; FP_GameEntity *collider = collider_it.entity;
if (collider->handle == entity->handle) if (collider->handle == entity->handle)
continue; continue;
@ -3238,8 +3237,9 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4); TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4);
Dqn_V4 bg_colour = TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.8f); Dqn_V4 bg_colour = TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.8f);
if (game->play.state == FP_GameState_IntroScreen) if (game->play.state == FP_GameState_IntroScreen) {
bg_colour = TELY_Colour_V4InitRGBAU32(0x301010FF); bg_colour = TELY_Colour_V4InitRGBAU32(0x301010FF);
}
TELY_Render_RectColourV4( TELY_Render_RectColourV4(
renderer, renderer,

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