debugging halo
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@ -2299,10 +2299,17 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_SetIndices
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// HACK: Halo Hack
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if(pIndexData != 0 && pIndexData->Lock == 0x00840863)
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pIndexData->Lock = 0;
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/*
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//*
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fflush(stdout);
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if(pIndexData != 0)
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{
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static int chk = 0;
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if(chk++ > 0)
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{
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Sleep(3000);
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_asm int 3
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}
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}
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//*/
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IDirect3DIndexBuffer8 *pIndexBuffer = 0;
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@ -2354,6 +2361,19 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_SetTexture
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HRESULT hRet = g_pD3DDevice8->SetTexture(Stage, pBaseTexture8);
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/*
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{
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static int dwDumpTex = 0;
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char szBuffer[255];
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sprintf(szBuffer, "C:\\Aaron\\Textures\\SetTexture%.03d.bmp", dwDumpTex++);
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if(pTexture != 0 && pTexture->EmuTexture8 != 0)
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D3DXSaveTextureToFile(szBuffer, D3DXIFF_BMP, pTexture->EmuTexture8, NULL);
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}
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//*/
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EmuSwapFS(); // XBox FS
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return hRet;
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@ -2888,6 +2908,7 @@ HRESULT WINAPI XTL::EmuIDirect3DResource8_Register
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// TODO: once this is known to be working, remove the warning
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EmuWarning("Vertex buffer allocation size unknown");
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dwSize = 0x2000; // temporarily assign a small buffer, which will be increased later
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dwSize = 0x336;
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}
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HRESULT hRet = g_pD3DDevice8->CreateIndexBuffer
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@ -5472,6 +5493,7 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_DrawIndexedVertices
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if(nStride != -1)
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EmuFixupVerticesB(nStride, pOrigVertexBuffer8, pHackVertexBuffer8);
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g_pD3DDevice8->Present(0, 0, 0, 0);
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EmuSwapFS(); // XBox FS
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return;
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