diff --git a/src/game/bondview.c b/src/game/bondview.c index ed527006c..9dbae8e06 100644 --- a/src/game/bondview.c +++ b/src/game/bondview.c @@ -31,7 +31,7 @@ char var800a41c0[26]; char var800a41c0[24]; #endif -u8 g_IrScanlines[2][480]; +u8 g_IrScanlines[4][480]; #if VERSION < VERSION_NTSC_1_0 u8 var800a8b58nb[0x1c0]; @@ -2356,6 +2356,10 @@ Gfx *bviewDrawIrLens(Gfx *gdl) gSPSetExtraGeometryModeEXT(gdl++, G_MODULATE_EXT); #endif + // fixes off by one error w/ two top players + if (g_Vars.currentplayernum == 0 || g_Vars.currentplayernum == 1) { + scanbottom++; + } for (i = scantop; i < scanbottom; i++) { #if VERSION >= VERSION_NTSC_1_0 if (i & 1) { @@ -2392,6 +2396,10 @@ Gfx *bviewDrawIrLens(Gfx *gdl) s32 semicirclewidth = sqrtf(sqinnerradius - (s32) (f0 * f0)) * (viewwidth / (f32) SCREEN_WIDTH_LO); s32 semicircleright = viewcentrex + semicirclewidth; s32 rightsidewidth = viewwidth - semicircleright; + // if playernum is 1 or 3, shift to the right by viewwidth + if (g_Vars.currentplayernum == 1 || g_Vars.currentplayernum == 3) { + rightsidewidth += viewwidth; + } #ifdef PLATFORM_N64 // Left and right of semicircle @@ -2405,14 +2413,22 @@ Gfx *bviewDrawIrLens(Gfx *gdl) gdl = bviewCopyPixels(gdl, fb, i, 5, i, 1.0f, viewleft, viewwidth); } #else - // Left and right of semicircle + + // Scanlines to the left and right of the semicircle gDPFillRectangle(gdl++, viewleft, i, viewcentrex, i + 1); + if (PLAYERCOUNT() <= 2 && g_Vars.currentplayernum == 0 && i == viewcentrey) { + semicircleright -= 1; + } + else if (PLAYERCOUNT() > 2 && (g_Vars.currentplayernum == 1 || g_Vars.currentplayernum == 3 ) && i == viewcentrey) { + semicircleright -= 1; + } gDPFillRectangle(gdl++, semicircleright, i, semicircleright + rightsidewidth, i + 1); // The semicircle itself has a static colour gDPSetPrimColorViaWord(gdl++, 0, 0, 0xee0000ff); gDPFillRectangle(gdl++, viewcentrex, i, viewcentrex + semicirclewidth, i + 1); } else { + // scanlines above and below the semicircle gDPFillRectangle(gdl++, viewleft, i, viewleft + viewwidth, i + 1); } #endif @@ -2781,6 +2797,10 @@ Gfx *bviewDrawIrBinoculars(Gfx *gdl) s32 viewleft = viGetViewLeft(); s32 viewright = viewleft + viewwidth; s32 viewbottom = viewtop + viewheight; + // fixes off by one error w/ two top players + if (g_Vars.currentplayernum == 0 || g_Vars.currentplayernum == 1) { + viewbottom++; + } s32 leftx = viewleft + viewwidth / 3; s32 rightx = viewleft + (viewwidth * 2) / 3; s32 centrey = (viewtop + viewbottom) / 2; @@ -2798,6 +2818,13 @@ Gfx *bviewDrawIrBinoculars(Gfx *gdl) for (y = viewtop; y < viewbottom; y++) { s32 ytocentre = centrey - y; s32 sqytocentre = ytocentre * ytocentre; + if (PLAYERCOUNT() <= 2) { + sqytocentre += 1; + } else if (PLAYERCOUNT() > 2) { + if (g_Vars.currentplayernum == 1 || g_Vars.currentplayernum == 3) { + sqytocentre += 1; + } + } if (sqytocentre < sqradius) { s32 xoffset = (viewwidth / (f32) SCREEN_WIDTH_LO) * sqrtf(sqradius - sqytocentre); diff --git a/src/game/propobj.c b/src/game/propobj.c index 01687817e..9c6c8d864 100644 --- a/src/game/propobj.c +++ b/src/game/propobj.c @@ -1616,9 +1616,9 @@ void propCalculateShadeColour(struct prop *prop, u8 *nextcol, u16 floorcol) { s32 shade = func0f068fc8(prop, 0); - // fix props flickering in split screen when one of the players has night vision on + // fix props flickering in split screen when one of the players has night vision or IR Goggles on if (prop->type != PROPTYPE_PLAYER || g_Vars.currentplayer->prop != prop) { - if (USINGDEVICE(DEVICE_NIGHTVISION)) { + if (USINGDEVICE(DEVICE_NIGHTVISION) || USINGDEVICE(DEVICE_IRSCANNER)) { if (prop->rooms[0] >= 0) { shade = g_Rooms[prop->rooms[0]].br_settled_regional; }