fixed few small things
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90dec898d1
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@ -2439,8 +2439,8 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateTexture
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(*ppTexture)->Format = 0x24;
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(*ppTexture)->Size = (g_dwOverlayW & X_D3DSIZE_WIDTH_MASK);
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(*ppTexture)->Size &= (g_dwOverlayH << X_D3DSIZE_HEIGHT_SHIFT);
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(*ppTexture)->Size &= (g_dwOverlayP << X_D3DSIZE_PITCH_SHIFT);
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(*ppTexture)->Size |= (g_dwOverlayH << X_D3DSIZE_HEIGHT_SHIFT);
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(*ppTexture)->Size |= (g_dwOverlayP << X_D3DSIZE_PITCH_SHIFT);
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hRet = D3D_OK;
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}
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@ -2546,8 +2546,8 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateVolumeTexture
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(*ppVolumeTexture)->Format = 0x24;
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(*ppVolumeTexture)->Size = (g_dwOverlayW & X_D3DSIZE_WIDTH_MASK);
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(*ppVolumeTexture)->Size &= (g_dwOverlayH << X_D3DSIZE_HEIGHT_SHIFT);
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(*ppVolumeTexture)->Size &= (g_dwOverlayP << X_D3DSIZE_PITCH_SHIFT);
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(*ppVolumeTexture)->Size |= (g_dwOverlayH << X_D3DSIZE_HEIGHT_SHIFT);
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(*ppVolumeTexture)->Size |= (g_dwOverlayP << X_D3DSIZE_PITCH_SHIFT);
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hRet = D3D_OK;
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}
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@ -4840,9 +4840,9 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_UpdateOverlay
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int h = g_dwOverlayH;
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// TODO: sucker the game into rendering directly to the overlay (speed boost)
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// if(ddsd2.lPitch == w*2)
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// memcpy(pDest, pSour, h*w*2);
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// else
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if(ddsd2.lPitch == w*2 && g_dwOverlayP == w*2)
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memcpy(pDest, pSour, h*w*2);
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else
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{
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for(int y=0;y<h;y++)
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{
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