author | belphegorr <szabibibi@gmail.com> |
Sun, 01 Jul 2012 17:24:04 +0300 | |
changeset 7217 | bc87b2b6f18b |
parent 7197 | 5a9775b97c7e |
child 7231 | f484455dd055 |
child 7293 | 468cf6d561e5 |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
6700 | 3 |
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
6 |
* it under the terms of the GNU General Public License as published by |
|
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* the Free Software Foundation; version 2 of the License |
|
4 | 8 |
* |
183 | 9 |
* This program is distributed in the hope that it will be useful, |
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
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4 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
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*) |
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||
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{$INCLUDE "options.inc"} |
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unit uConsts; |
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interface |
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uses SDLh, uFloat, GLunit; |
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{$INCLUDE "config.inc"} |
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const |
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sfMax = 1000; |
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cDefaultParamNum = 17; |
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// message constants |
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errmsgCreateSurface = 'Error creating SDL surface'; |
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errmsgTransparentSet = 'Error setting transparent color'; |
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errmsgUnknownCommand = 'Unknown command'; |
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errmsgUnknownVariable = 'Unknown variable'; |
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errmsgIncorrectUse = 'Incorrect use'; |
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errmsgShouldntRun = 'This program shouldn''t be run manually'; |
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errmsgWrongNumber = 'Wrong parameters number'; |
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msgLoading = 'Loading '; |
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msgOK = 'ok'; |
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msgFailed = 'failed'; |
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msgFailedSize = 'failed due to size'; |
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msgGettingConfig = 'Getting game config...'; |
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// color constants |
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cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; unused:$FF); |
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cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; unused:$FF); |
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cWhiteColor : Longword = $FFFFFFFF; |
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cYellowColor : Longword = $FFFFFF00; |
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cNearBlackColor : Longword = $FF000010; |
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{$WARNINGS OFF} |
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cAirPlaneSpeed: hwFloat = (isNegative: false; QWordValue: 3006477107); // 1.4 |
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cBombsSpeed : hwFloat = (isNegative: false; QWordValue: 429496729); |
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{$WARNINGS ON} |
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// reducedquality flags |
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rqNone = $00000000; // don't reduce quality |
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rqLowRes = $00000001; // use half land array |
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rqBlurryLand = $00000002; // downscaled terrain |
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rqNoBackground= $00000004; // don't draw background |
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rqSimpleRope = $00000008; // draw rope using lines only |
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rq2DWater = $00000010; // disable 3D water effect |
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rqAntiBoom = $00000020; // no fancy explosion effects |
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rqKillFlakes = $00000040; // no flakes |
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rqSlowMenu = $00000080; // ammomenu appears with no animation |
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rqPlainSplash = $00000100; // no droplets |
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rqClampLess = $00000200; // don't clamp textures |
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rqTooltipsOff = $00000400; // tooltips are not drawn |
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rqDesyncVBlank= $00000800; // don't sync on vblank |
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// image flags (for LoadImage()) |
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ifNone = $00000000; // nothing special |
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ifAlpha = $00000001; // use alpha channel (unused right now?) |
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ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
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ifTransparent = $00000004; // image uses transparent pixels (color keying) |
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ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL) |
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// texture priority (allows OpenGL to keep frequently used textures in video memory more easily) |
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tpLowest = 0.00; |
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tpLow = 0.25; |
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tpMedium = 0.50; |
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tpHigh = 0.75; |
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tpHighest = 1.00; |
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// To allow these to layer, going to treat them as masks. The bottom byte is reserved for objects |
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This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
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// TODO - set lfBasic for all solid land, ensure all uses of the flags can handle multiple flag bits |
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// lfObject and lfBasic are only to be different *graphically* in all other ways they should be treated the same |
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lfBasic = $8000; // white |
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lfIndestructible = $4000; // red |
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lfObject = $2000; |
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lfDamaged = $1000; // |
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lfIce = $0800; // blue |
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cMaxPower = 1500; |
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cMaxAngle = 2048; |
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cPowerDivisor = 1500; |
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MAXNAMELEN = 192; |
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MAXROPEPOINTS = 3840; |
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{$IFNDEF PAS2C} |
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106 |
// some opengl headers do not have these macros |
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GL_BGR = $80E0; |
108 |
GL_BGRA = $80E1; |
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109 |
GL_CLAMP_TO_EDGE = $812F; |
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110 |
GL_TEXTURE_PRIORITY = $8066; |
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111 |
{$ENDIF} |
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cSendCursorPosTime : LongWord = 50; |
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cVisibleWater : LongInt = 128; |
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cCursorEdgesDist : LongInt = 100; |
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cTeamHealthWidth : LongInt = 128; |
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cifRandomize = $00000001; |
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cifTheme = $00000002; |
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cifMap = $00000002; // either theme or map (or map+theme) |
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cifAllInited = cifRandomize or cifTheme or cifMap; |
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cTransparentColor: Longword = $00000000; |
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RGB_LUMINANCE_RED = 0.212671; |
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RGB_LUMINANCE_GREEN = 0.715160; |
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RGB_LUMINANCE_BLUE = 0.072169; |
4 | 128 |
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cMaxTeams = 8; |
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cMaxHHIndex = 7; |
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cMaxHHs = 48; |
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cMaxSpawnPoints = 1024; |
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cMaxEdgePoints = 16384; |
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cHHRadius = 9; |
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cHHStepTicks = 29; |
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cUsualZ = 500; |
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cSmokeZ = 499; |
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cHHZ = 1000; |
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cCurrHHZ = Succ(cHHZ); |
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cOnHHZ = 2000; |
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cBarrelHealth = 60; |
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cShotgunRadius = 22; |
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cBlowTorchC = 6; |
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cKeyMaxIndex = 1023; |
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150 |
cKbdMaxIndex = 65536;//need more room for the modifier keys |
6917 | 151 |
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6982 | 152 |
cHHFileName = 'Hedgehog'; |
153 |
cCHFileName = 'Crosshair'; |
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154 |
cThemeCFGFilename = 'theme.cfg'; |
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155 |
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156 |
cFontBorder = 2; |
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4 | 157 |
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158 |
// do not change this value |
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tap to play piano notes, fix for audio and pause glitch
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159 |
cDefaultZoomLevel = 2.0; |
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160 |
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161 |
{$IFDEF MOBILE} |
3638
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162 |
cMaxZoomLevel = 0.5; |
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163 |
cMinZoomLevel = 3.5; |
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164 |
cZoomDelta = 0.20; |
2716
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165 |
{$ELSE} |
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166 |
cMaxZoomLevel = 1.0; |
33ee433749ba
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167 |
cMinZoomLevel = 3.0; |
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168 |
cZoomDelta = 0.25; |
2716
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169 |
{$ENDIF} |
97
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170 |
|
5550
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171 |
cMinMaxZoomLevelDelta = cMaxZoomLevel - cMinZoomLevel; |
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|
172 |
|
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173 |
cSendEmptyPacketTime = 1000; |
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174 |
trigTurns = $80000001; |
2630 | 175 |
|
3743 | 176 |
gfAny = $FFFFFFFF; |
4000
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177 |
gfOneClanMode = $00000001; // used in trainings |
3999 | 178 |
gfMultiWeapon = $00000002; // used in trainings |
3743 | 179 |
gfSolidLand = $00000004; |
180 |
gfBorder = $00000008; |
|
181 |
gfDivideTeams = $00000010; |
|
182 |
gfLowGravity = $00000020; |
|
183 |
gfLaserSight = $00000040; |
|
184 |
gfInvulnerable = $00000080; |
|
4099 | 185 |
gfResetHealth = $00000100; |
3743 | 186 |
gfVampiric = $00000200; |
187 |
gfKarma = $00000400; |
|
188 |
gfArtillery = $00000800; |
|
4000
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189 |
gfForts = $00001000; |
3743 | 190 |
gfRandomOrder = $00002000; |
191 |
gfKing = $00004000; |
|
192 |
gfPlaceHog = $00008000; |
|
193 |
gfSharedAmmo = $00010000; |
|
194 |
gfDisableGirders = $00020000; |
|
4000
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195 |
gfDisableLandObjects = $00040000; |
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196 |
gfAISurvival = $00080000; |
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197 |
gfInfAttack = $00100000; |
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198 |
gfResetWeps = $00200000; |
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|
199 |
gfPerHogAmmo = $00400000; |
4776
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sheepluva
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200 |
gfDisableWind = $00800000; |
4272
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nemo
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201 |
gfMoreWind = $01000000; |
5016
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Henek
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|
202 |
gfTagTeam = $02000000; |
5717 | 203 |
gfBottomBorder = $04000000; |
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204 |
// NOTE: When adding new game flags, ask yourself |
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205 |
// if a "game start notice" would be useful. If so, |
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206 |
// add one in uWorld.pas - look for "AddGoal". |
4 | 207 |
|
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208 |
gstDrowning = $00000001; |
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209 |
gstHHDriven = $00000002; |
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|
210 |
gstMoving = $00000004; |
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|
211 |
gstAttacked = $00000008; |
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|
212 |
gstAttacking = $00000010; |
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|
213 |
gstCollision = $00000020; |
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|
214 |
gstHHChooseTarget = $00000040; |
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|
215 |
gstHHJumping = $00000100; |
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|
216 |
gsttmpFlag = $00000200; |
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|
217 |
gstHHThinking = $00000800; |
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218 |
gstNoDamage = $00001000; |
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219 |
gstHHHJump = $00002000; |
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220 |
gstAnimation = $00004000; |
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221 |
gstHHDeath = $00008000; |
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222 |
gstWinner = $00010000; // this, along with gstLoser, is good for indicating hedgies know they screwed up |
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223 |
gstWait = $00020000; |
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|
224 |
gstNotKickable = $00040000; |
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225 |
gstLoser = $00080000; |
3310 | 226 |
gstHHGone = $00100000; |
5348
0bc81de36e08
Don't draw snow flakes spawned in land, introduce gstInvisible flag
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|
227 |
gstInvisible = $00200000; |
4 | 228 |
|
3894 | 229 |
gmLeft = $00000001; |
230 |
gmRight = $00000002; |
|
231 |
gmUp = $00000004; |
|
232 |
gmDown = $00000008; |
|
233 |
gmSwitch = $00000010; |
|
234 |
gmAttack = $00000020; |
|
235 |
gmLJump = $00000040; |
|
236 |
gmHJump = $00000080; |
|
237 |
gmDestroy= $00000100; |
|
238 |
gmSlot = $00000200; // with param |
|
239 |
gmWeapon = $00000400; // with param |
|
240 |
gmTimer = $00000800; // with param |
|
241 |
gmAnimate= $00001000; // with param |
|
242 |
gmPrecise= $00002000; |
|
243 |
gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise; |
|
4 | 244 |
|
3485 | 245 |
cMaxSlotIndex = 9; |
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|
246 |
cMaxSlotAmmoIndex = 5; |
4 | 247 |
|
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|
248 |
ammoprop_Timerable = $00000001; |
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|
249 |
ammoprop_Power = $00000002; |
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|
250 |
ammoprop_NeedTarget = $00000004; |
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|
251 |
ammoprop_ForwMsgs = $00000008; |
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|
252 |
ammoprop_AttackInMove = $00000010; |
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|
253 |
ammoprop_NoCrosshair = $00000040; |
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|
254 |
ammoprop_AttackingPut = $00000080; |
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|
255 |
ammoprop_DontHold = $00000100; |
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|
256 |
ammoprop_AltAttack = $00000200; |
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|
257 |
ammoprop_AltUse = $00000400; |
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|
258 |
ammoprop_NotBorder = $00000800; |
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|
259 |
ammoprop_Utility = $00001000; |
3037
ab6e949eb5cb
Rename current things called utilities to Effects (since they impact game state / flags w/o using a gear) and add a bunch of things that don't cause damage and are just used to move to Utility crate.
nemo
parents:
3032
diff
changeset
|
260 |
ammoprop_Effect = $00002000; |
5316
191cd6c06203
Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
nemo
parents:
5313
diff
changeset
|
261 |
ammoprop_SetBounce = $00004000; |
6941
228c0ab239f1
add ammoprop to enable to up and down buttons on for the touch interface
Xeli
parents:
6917
diff
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|
262 |
ammoprop_NeedUpDown = $00008000;//Used by TouchInterface to show or hide up/down widgets |
7197
5a9775b97c7e
- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents:
7191
diff
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|
263 |
ammoprop_OscAim = $00010000; |
5a9775b97c7e
- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents:
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|
264 |
ammoprop_NoMoveAfter = $00020000; |
4828 | 265 |
ammoprop_NoRoundEnd = $10000000; |
3697 | 266 |
|
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|
267 |
AMMO_INFINITE = 100; |
4 | 268 |
|
6765 | 269 |
//EXPLAllDamageInRadius = $00000001; Completely unused for ages |
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|
270 |
EXPLAutoSound = $00000002; |
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|
271 |
EXPLNoDamage = $00000004; |
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|
272 |
EXPLDoNotTouchHH = $00000008; |
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|
273 |
EXPLDontDraw = $00000010; |
3004 | 274 |
EXPLNoGfx = $00000020; |
3383 | 275 |
EXPLPoisoned = $00000040; |
3712 | 276 |
EXPLDoNotTouchAny = $00000080; |
42 | 277 |
|
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|
278 |
posCaseAmmo = $00000001; |
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|
279 |
posCaseHealth = $00000002; |
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|
280 |
posCaseUtility = $00000004; |
5313
5e18eaef65d0
now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Henek
parents:
5016
diff
changeset
|
281 |
posCaseDummy = $00000008; |
5343 | 282 |
posCaseExplode = $00000010; |
283 |
posCasePoison = $00000020; |
|
4 | 284 |
|
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|
285 |
NoPointX = Low(LongInt); |
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|
286 |
cTargetPointRef : TPoint = (X: NoPointX; Y: 0); |
4 | 287 |
|
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|
288 |
// hog tag mask |
2947 | 289 |
htNone = $00; |
290 |
htTeamName = $01; |
|
291 |
htName = $02; |
|
292 |
htHealth = $04; |
|
293 |
htTransparent = $08; |
|
3697 | 294 |
|
6797 | 295 |
AMAnimDuration = 200; |
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
296 |
AMHidden = 0;//AMState values |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6765
diff
changeset
|
297 |
AMShowingUp = 1; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
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changeset
|
298 |
AMShowing = 2; |
e4831e13e04a
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Xeli
parents:
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changeset
|
299 |
AMHiding = 3; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
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changeset
|
300 |
|
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
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diff
changeset
|
301 |
AMTypeMaskX = $00000001; |
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
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changeset
|
302 |
AMTypeMaskY = $00000002; |
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
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changeset
|
303 |
AMTypeMaskAlpha = $00000004; |
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
304 |
AMTypeMaskSlide = $00000008; |
3e89dbdc7db9
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Xeli
parents:
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|
305 |
|
6622 | 306 |
{$IFDEF MOBILE} |
307 |
AMSlotSize = 48; |
|
308 |
AMTITLE = 30; |
|
309 |
{$ELSE} |
|
6650
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6622
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|
310 |
AMSlotSize = 32; |
6622 | 311 |
{$ENDIF} |
312 |
AMSlotPadding = (AMSlotSize - 32) shr 1; |
|
6688 | 313 |
|
314 |
{$IFDEF USE_TOUCH_INTERFACE} |
|
315 |
FADE_ANIM_TIME = 500; |
|
316 |
MOVE_ANIM_TIME = 500; |
|
317 |
{$ENDIF} |
|
6982 | 318 |
|
319 |
cTagsMasks : array[0..15] of byte = (7, 0, 0, 0, 15, 6, 4, 5, 0, 0, 0, 0, 0, 14, 12, 13); |
|
320 |
cTagsMasksNoHealth: array[0..15] of byte = (3, 2, 11, 1, 0, 0, 0, 0, 0, 10, 0, 9, 0, 0, 0, 0); |
|
321 |
||
4 | 322 |
implementation |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
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|
323 |
|
3145 | 324 |
end. |