Pass canvas to Laser_render
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753cbafe61
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@ -70,7 +70,7 @@ namespace dsx {
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#ifdef NEWHOMER
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void calc_d_homer_tick();
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#endif
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void Laser_render(const object_base &obj);
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void Laser_render(grs_canvas &, const object_base &obj);
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objptridx_t Laser_player_fire(vobjptridx_t obj, weapon_id_type laser_type, int gun_num, int make_sound, const vms_vector &shot_orientation);
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void Laser_do_weapon_sequence(vobjptridx_t obj);
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void Flare_create(vobjptridx_t obj);
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@ -84,7 +84,7 @@ static objptridx_t find_homing_object(const vms_vector &curpos, const vobjptridx
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// Called by render code.... determines if the laser is from a robot or the
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// player and calls the appropriate routine.
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void Laser_render(const object_base &obj)
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void Laser_render(grs_canvas &canvas, const object_base &obj)
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{
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auto &wi = Weapon_info[get_weapon_id(obj)];
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switch(wi.render_type)
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@ -94,7 +94,7 @@ void Laser_render(const object_base &obj)
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//Laser_draw_one(obj-Objects, Weapon_info[obj->id].bitmap );
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break;
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case WEAPON_RENDER_BLOB:
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draw_object_blob(*grd_curcanv, obj, wi.bitmap);
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draw_object_blob(canvas, obj, wi.bitmap);
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break;
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case WEAPON_RENDER_POLYMODEL:
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break;
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@ -761,7 +761,7 @@ void render_object(const vobjptridx_t obj)
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gr_settransblend(*grd_curcanv, 7, GR_BLEND_ADDITIVE_A);
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}
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Laser_render(obj);
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Laser_render(*grd_curcanv, obj);
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break;
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default:
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