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Oct 12th, 2013
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  1. void ArxGame::drawAllInterface() {
  2.     GRenderer->GetTextureStage(0)->SetMinFilter(TextureStage::FilterLinear);
  3.     GRenderer->GetTextureStage(0)->SetMagFilter(TextureStage::FilterNearest);
  4.     GRenderer->GetTextureStage(0)->SetWrapMode(TextureStage::WrapClamp);
  5.  
  6.     if(player.Interface & INTER_COMBATMODE) {
  7.         drawCombatInterface();
  8.     }  
  9.     DrawSecondaryInvOrStealInv();  
  10.     if(!PLAYER_INTERFACE_HIDE_COUNT) {
  11.             DrawInventory();
  12.     }
  13.     if(FlyingOverIO
  14.         && !(player.Interface & INTER_COMBATMODE)
  15.         && !GInput->actionPressed(CONTROLS_CUST_MAGICMODE)
  16.         && (!PLAYER_MOUSELOOK_ON || !config.input.autoReadyWeapon)
  17.       ) {
  18.         if((FlyingOverIO->ioflags & IO_ITEM) && !DRAGINTER && SecondaryInventory) {
  19.             DrawItemPrice();
  20.         }
  21.         SpecialCursor=CURSOR_INTERACTION_ON;
  22.     }
  23.     ARX_INTERFACE_DrawDamagedEquipment();
  24.     if(!(player.Interface & INTER_COMBATMODE)) {
  25.         DrawIcons();
  26.     }
  27.     if(CHANGE_LEVEL_ICON > -1 && ChangeLevel) {
  28.         DrawChangeLevelIcon();
  29.     }
  30.     if(SPLASH_THINGS_STAGE < 11) {
  31.         ARX_INTERFACE_Draw_Stealth_Gauge();
  32.     }
  33.     if((player.Interface & INTER_MAP) && !(player.Interface & INTER_COMBATMODE)) {
  34.         ARX_INTERFACE_ManageOpenedBook();
  35.         ARX_INTERFACE_ManageOpenedBook_Finish();
  36.     }
  37.     if(CurrSpellSymbol || player.SpellToMemorize.bSpell) {
  38.         DrawMemorizedSpells();
  39.     }
  40.     if(player.Interface & INTER_LIFE_MANA) {
  41.         DrawHealthManaGauges();
  42.         if(bRenderInCursorMode) {
  43.             GRenderer->SetRenderState(Renderer::AlphaBlending, true);
  44.             GRenderer->SetBlendFunc(Renderer::BlendOne, Renderer::BlendOne);
  45.             if(mecanism_tc && MAGICMODE < 0 && lNbToDrawMecanismCursor < 3) {
  46.                 DrawMecanismCursor();
  47.             }
  48.             if(arrow_left_tc) {
  49.                 DrawScreenBorderArrows();
  50.             }
  51.             GRenderer->SetRenderState(Renderer::AlphaBlending, false);
  52.         }
  53.     }
  54.     GRenderer->GetTextureStage(0)->SetMinFilter(TextureStage::FilterLinear);
  55.     GRenderer->GetTextureStage(0)->SetMagFilter(TextureStage::FilterLinear);
  56.     GRenderer->GetTextureStage(0)->SetWrapMode(TextureStage::WrapRepeat);
  57. }
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