Add death overlay
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@ -17,4 +17,17 @@ materials:
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r: 255
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r: 255
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g: 255
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g: 255
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b: 255
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b: 255
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a: 255
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a: 255
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death_overlay:
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gDPSetRenderMode: G_RM_XLU_SURF
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gSPGeometryMode:
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clear: [G_ZBUFFER]
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gDPSetCombineMode:
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color: ["0", "0", "0", "PRIMITIVE"]
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alpha: ["0", "0", "0", "PRIMITIVE"]
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gDPSetPrimColor:
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r: 255
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g: 0
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b: 0
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a: 128
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@ -24,6 +24,12 @@
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#define HUD_LOWER_Y ((SCREEN_HT - HUD_OUTER_HEIGHT + (HUD_OUTER_OFFSET_Y << 1)) << 1)
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#define HUD_LOWER_Y ((SCREEN_HT - HUD_OUTER_HEIGHT + (HUD_OUTER_OFFSET_Y << 1)) << 1)
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void hudRender(struct RenderState* renderState, int playerFlags) {
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void hudRender(struct RenderState* renderState, int playerFlags) {
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if (playerFlags & PlayerIsDead) {
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gSPDisplayList(renderState->dl++, hud_death_overlay);
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gDPFillRectangle(renderState->dl++, 0, 0, SCREEN_WD, SCREEN_HT);
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gSPDisplayList(renderState->dl++, hud_death_overlay_revert);
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// }
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gSPDisplayList(renderState->dl++, hud_material_list[PORTAL_CROSSHAIRS_INDEX]);
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gSPDisplayList(renderState->dl++, hud_material_list[PORTAL_CROSSHAIRS_INDEX]);
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// gSPTextureRectangle(renderState->dl++,
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// gSPTextureRectangle(renderState->dl++,
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