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Ax ScaleSurfaceSlow() in favor of ScaleSurface()
ScaleSurfaceSlow() uses DrawPixel() instead of SDL_FillRect() to scale a given surface, which is slow and inefficient, and makes it less likely that the game could be moved to SDL_Render. Unfortunately, it has this weird -1,-1 offset, but that will be fixed in the next commit.
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@@ -43,7 +43,6 @@ void ScrollSurface(SDL_Surface* _src, int pX, int py);
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SDL_Surface * FlipSurfaceHorizontal(SDL_Surface* _src);
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SDL_Surface * FlipSurfaceVerticle(SDL_Surface* _src);
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SDL_Surface * ScaleSurfaceSlow( SDL_Surface *_surface, int Width, int Height );
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void UpdateFilter();
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SDL_Surface* ApplyFilter( SDL_Surface* _src );
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