* @brief Same as CelDraw but with the option to skip parts of the top and bottom of the sprite * @param sx Back buffer coordinate * @param sy Back buffer coordinate * @param pCelBuff Cel data * @param nCel CEL frame number * @param nWidth Width of sprite */
| 63 | * @param nWidth Width of sprite |
| 64 | */ |
| 65 | void CelClippedDraw(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth) |
| 66 | { |
| 67 | BYTE *pRLEBytes; |
| 68 | int nDataSize; |
| 69 | |
| 70 | assert(gpBuffer); |
| 71 | assert(pCelBuff != NULL); |
| 72 | |
| 73 | pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize); |
| 74 | |
| 75 | CelBlitSafe( |
| 76 | &gpBuffer[sx + BUFFER_WIDTH * sy], |
| 77 | pRLEBytes, |
| 78 | nDataSize, |
| 79 | nWidth); |
| 80 | } |
| 81 | |
| 82 | /** |
| 83 | * @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates |
no test coverage detected