(svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated blitter so changes of the palette data during the game don't influence drawing (with SDL)
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@@ -99,7 +99,7 @@ static void QZ_CheckPaletteAnim()
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_cur_palette.first_dirty, _cur_palette.count_dirty);
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blitter->PaletteAnimate(_cur_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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@@ -555,7 +555,6 @@ void QZ_GameLoop()
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uint32 cur_ticks = GetTick();
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uint32 last_cur_ticks = cur_ticks;
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uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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uint32 pal_tick = 0;
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#ifdef _DEBUG
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uint32 et0 = GetTick();
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@@ -615,10 +614,7 @@ void QZ_GameLoop()
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GameLoop();
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UpdateWindows();
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if (++pal_tick > 4) {
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QZ_CheckPaletteAnim();
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pal_tick = 1;
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}
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QZ_CheckPaletteAnim();
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_cocoa_subdriver->Draw();
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} else {
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#ifdef _DEBUG
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