Backup
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34d1529dd7
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@ -25,6 +25,7 @@ add_custom_command(
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OUTPUT "${CMAKE_CURRENT_LIST_DIR}/assets-cg/levels/level2.json"
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OUTPUT "${CMAKE_CURRENT_LIST_DIR}/assets-cg/levels/level3.json"
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OUTPUT "${CMAKE_CURRENT_LIST_DIR}/assets-cg/levels/level4.json"
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OUTPUT "${CMAKE_CURRENT_LIST_DIR}/assets-cg/levels/level5.json"
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DEPENDS assets-cg/converters.py
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assets-cg/levels/tileset.png
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assets-cg/levels/tilesetnpp.tsx
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@ -33,6 +34,7 @@ add_custom_command(
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assets-cg/levels/level2.tmx
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assets-cg/levels/level3.tmx
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assets-cg/levels/level4.tmx
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assets-cg/levels/level5.tmx
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)
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set(SOURCES
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@ -65,6 +67,7 @@ set(ASSETS_cg
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assets-cg/levels/level2.json
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assets-cg/levels/level3.json
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assets-cg/levels/level4.json
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assets-cg/levels/level5.json
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# ...
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)
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@ -0,0 +1,44 @@
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{ "compressionlevel":-1,
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"height":14,
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"infinite":false,
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"layers":[
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{
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"data":[1, 1, 1, 1, 1, 47, 47, 1, 1, 1, 47, 47, 47, 47, 47, 1, 1, 1, 47, 47, 1, 1, 1, 1, 1, 1, 3, 4, 1, 46, 0, 0, 48, 1, 3, 0, 0, 0, 0, 0, 4, 1, 46, 0, 0, 48, 1, 3, 4, 1, 1, 13, 0, 4, 50, 0, 0, 49, 3, 0, 0, 0, 0, 0, 0, 0, 4, 50, 0, 0, 49, 3, 0, 14, 1, 1, 1, 13, 0, 0, 0, 0, 0, 0, 0, 0, 20, 45, 9, 0, 0, 0, 0, 0, 0, 0, 0, 14, 1, 1, 1, 47, 50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 0, 0, 0, 0, 0, 0, 49, 47, 1, 46, 0, 0, 0, 0, 39, 40, 0, 0, 39, 13, 0, 0, 0, 14, 40, 0, 0, 39, 40, 0, 0, 0, 0, 48, 46, 0, 0, 0, 0, 49, 50, 0, 0, 4, 50, 0, 0, 0, 49, 3, 0, 0, 49, 50, 0, 0, 0, 0, 48, 1, 45, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 39, 45, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1, 1, 1, 3, 0, 14, 40, 0, 0, 39, 13, 0, 0, 0, 30, 0, 0, 0, 14, 40, 0, 0, 39, 13, 0, 4, 1, 1, 13, 14, 1, 46, 0, 0, 48, 46, 0, 0, 39, 1, 40, 0, 0, 48, 46, 0, 0, 48, 1, 13, 14, 1, 1, 1, 1, 1, 46, 0, 0, 48, 46, 0, 0, 4, 47, 3, 0, 0, 48, 46, 0, 0, 48, 1, 1, 1, 1, 1, 1, 1, 1, 1, 45, 45, 1, 1, 13, 0, 0, 0, 0, 0, 14, 1, 1, 45, 45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 45, 45, 45, 45, 45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
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"height":14,
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"id":1,
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"name":"Background",
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"opacity":1,
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"type":"tilelayer",
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"visible":true,
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"width":25,
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"x":0,
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"y":0
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},
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{
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"data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 43, 0, 0, 0, 0, 0, 0, 0, 0, 0, 41, 0, 0, 0, 0, 0, 0, 0, 0, 0, 43, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 23, 0, 0, 34, 0, 0, 0, 34, 0, 0, 0, 0, 0, 0, 0, 23, 0, 0, 0, 23, 0, 0, 34, 0, 0, 23, 0, 0, 34, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 23, 0, 0, 34, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 44, 0, 0, 42, 42, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 42, 42, 0, 0, 44, 0, 0, 0, 0, 0, 0, 0, 42, 42, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 42, 42, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 33, 33, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 33, 33, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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"height":14,
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"id":2,
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"name":"Foreground",
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"opacity":1,
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"type":"tilelayer",
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"visible":true,
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"width":25,
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"x":0,
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"y":0
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}],
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"nextlayerid":3,
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"nextobjectid":1,
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"orientation":"orthogonal",
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"renderorder":"right-down",
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"tiledversion":"1.8.0",
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"tileheight":16,
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"tilesets":[
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{
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"firstgid":1,
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"source":"tilesetnpp.tsx"
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}],
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"tilewidth":16,
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"type":"map",
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"version":"1.8",
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"width":25
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}
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@ -0,0 +1,40 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="25" height="14" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
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<tileset firstgid="1" source="tilesetnpp.tsx"/>
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<layer id="1" name="Background" width="25" height="14">
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<data encoding="csv">
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1,1,1,1,1,47,47,1,1,1,47,47,47,47,47,1,1,1,47,47,1,1,1,1,1,
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1,3,4,1,46,0,0,48,1,3,0,0,0,0,0,4,1,46,0,0,48,1,3,4,1,
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1,13,0,4,50,0,0,49,3,0,0,0,0,0,0,0,4,50,0,0,49,3,0,14,1,
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1,1,13,0,0,0,0,0,0,0,0,20,45,9,0,0,0,0,0,0,0,0,14,1,1,
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1,47,50,0,0,0,0,0,0,0,0,0,19,0,0,0,0,0,0,0,0,0,49,47,1,
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46,0,0,0,0,39,40,0,0,39,13,0,0,0,14,40,0,0,39,40,0,0,0,0,48,
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46,0,0,0,0,49,50,0,0,4,50,0,0,0,49,3,0,0,49,50,0,0,0,0,48,
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1,45,40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,39,45,1,
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1,1,3,0,0,0,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0,4,1,1,
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1,3,0,14,40,0,0,39,13,0,0,0,30,0,0,0,14,40,0,0,39,13,0,4,1,
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1,13,14,1,46,0,0,48,46,0,0,39,1,40,0,0,48,46,0,0,48,1,13,14,1,
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1,1,1,1,46,0,0,48,46,0,0,4,47,3,0,0,48,46,0,0,48,1,1,1,1,
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1,1,1,1,1,45,45,1,1,13,0,0,0,0,0,14,1,1,45,45,1,1,1,1,1,
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1,1,1,1,1,1,1,1,1,1,45,45,45,45,45,1,1,1,1,1,1,1,1,1,1
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</data>
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</layer>
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<layer id="2" name="Foreground" width="25" height="14">
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<data encoding="csv">
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,43,0,0,0,0,0,0,0,0,0,41,0,0,0,0,0,0,0,0,0,43,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,23,0,0,34,0,0,0,34,0,0,0,0,0,0,0,23,0,0,0,23,0,0,34,0,
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0,23,0,0,34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,23,0,0,34,0,
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0,0,0,0,0,0,0,0,0,0,0,0,31,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,44,0,0,42,42,0,0,0,0,0,0,0,0,0,0,0,42,42,0,0,44,0,0,
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0,0,0,0,0,42,42,0,0,0,0,0,0,0,0,0,0,0,42,42,0,0,0,0,0,
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0,0,0,0,0,33,33,0,0,0,0,0,0,0,0,0,0,0,33,33,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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</data>
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</layer>
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</map>
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@ -20,6 +20,7 @@ extern struct Map map_level1;
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extern struct Map map_level2;
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extern struct Map map_level3;
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extern struct Map map_level4;
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extern struct Map map_level5;
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extern bool drawbackground;
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extern bool drawforeground;
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@ -46,7 +47,8 @@ extern bopti_image_t img_selected;
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Level::Level( )
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{
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map_level = &map_level1;
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map_level = &map_level0;
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this->UpdateBorders();
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}
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Level::~Level( )
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@ -61,6 +63,7 @@ void Level::ChangeMap( int level, Player *MyPlayer )
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else if(level==2) map_level = &map_level2;
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else if(level==3) map_level = &map_level3;
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else if(level==4) map_level = &map_level4;
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else if(level==5) map_level = &map_level5;
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else map_level = &map_level0;
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this->UpdateDataMap( MyPlayer );
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@ -251,7 +251,6 @@ int main(void)
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azrp_shader_image_rgb16_configure();
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azrp_shader_image_p8_configure();
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azrp_shader_image_p4_configure();
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azrp_shader_triangle_configure();
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azrp_hook_set_prefrag(hook_prefrag);
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@ -294,6 +293,8 @@ int main(void)
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Azur_draw_text(1,01, "FPS = %.0f", (float) (1000.0f / elapsedTime) );
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azrp_circle( 198, 112, 20, C_RED );
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azrp_update();
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}
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