hedgewars/uConsts.pas
author unc0rr
Wed, 25 Jul 2012 16:24:30 +0400
changeset 7433 c7fff3e61d49
parent 7416 2f2f78fc65a3
child 7442 9bb6abdb5675
child 7495 2592240b7b62
permissions -rw-r--r--
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases) - More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step. - Small fixes/adjustments
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * 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
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * 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
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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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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// 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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    lfBouncy         = $0400;  // green
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    cMaxPower     = 1500;
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    cMaxAngle     = 2048;
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    cPowerDivisor = 1500;
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    MAXNAMELEN = 192;
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    MAXROPEPOINTS = 3840;
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    {$IFNDEF PAS2C}
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    // some opengl headers do not have these macros
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    GL_BGR              = $80E0;
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    GL_BGRA             = $80E1;
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    GL_CLAMP_TO_EDGE    = $812F;
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    GL_TEXTURE_PRIORITY = $8066;
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    {$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;
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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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unc0rr
parents: 2947
diff changeset
   142
    cHHZ = 1000;
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unc0rr
parents: 2947
diff changeset
   143
    cCurrHHZ = Succ(cHHZ);
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unc0rr
parents: 2947
diff changeset
   144
    cOnHHZ = 2000;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   145
2948
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unc0rr
parents: 2947
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   146
    cBarrelHealth = 60;
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unc0rr
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   147
    cShotgunRadius = 22;
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unc0rr
parents: 2947
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   148
    cBlowTorchC    = 6;
7416
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7400
diff changeset
   149
    cakeDmg =   75;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 495
diff changeset
   150
2948
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unc0rr
parents: 2947
diff changeset
   151
    cKeyMaxIndex = 1023;
7191
9419294e5f33 first attempt at implementing support for keys with modifiers
Xeli
parents: 6982
diff changeset
   152
    cKbdMaxIndex = 65536;//need more room for the modifier keys
6917
4889c2b779b4 - change uKeys to be event based rather than polling
Xeli
parents: 6891
diff changeset
   153
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6975
diff changeset
   154
    cHHFileName = 'Hedgehog';
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6975
diff changeset
   155
    cCHFileName = 'Crosshair';
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6975
diff changeset
   156
    cThemeCFGFilename = 'theme.cfg';
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6975
diff changeset
   157
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6975
diff changeset
   158
    cFontBorder = 2;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   159
3737
2ba6ac8a114b reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents: 3734
diff changeset
   160
    // do not change this value
3668
3f7a95234d8a tap to play piano notes, fix for audio and pause glitch
koda
parents: 3667
diff changeset
   161
    cDefaultZoomLevel = 2.0;
3737
2ba6ac8a114b reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents: 3734
diff changeset
   162
5550
50650032c251 Zoom and moving the camera now works with SDL_FINGER* events
Xeli
parents: 5441
diff changeset
   163
{$IFDEF MOBILE}
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   164
    cMaxZoomLevel = 0.5;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   165
    cMinZoomLevel = 3.5;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   166
    cZoomDelta = 0.20;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   167
{$ELSE}
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   168
    cMaxZoomLevel = 1.0;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   169
    cMinZoomLevel = 3.0;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3637
diff changeset
   170
    cZoomDelta = 0.25;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   171
{$ENDIF}
97
e7c1df9cce2c - make the game be run from ${PREFIX}/bin with data in ${PREFIX}/share/hedgewars/Data
unc0rr
parents: 95
diff changeset
   172
5550
50650032c251 Zoom and moving the camera now works with SDL_FINGER* events
Xeli
parents: 5441
diff changeset
   173
    cMinMaxZoomLevelDelta = cMaxZoomLevel - cMinZoomLevel;
50650032c251 Zoom and moving the camera now works with SDL_FINGER* events
Xeli
parents: 5441
diff changeset
   174
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unc0rr
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   175
    cSendEmptyPacketTime = 1000;
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unc0rr
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   176
    trigTurns = $80000001;
2630
079ef82eac75 revamped file access and debug display
koda
parents: 2619
diff changeset
   177
3743
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   178
    gfAny                = $FFFFFFFF;
4000
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   179
    gfOneClanMode        = $00000001;           // used in trainings
3999
411e71912f4c restore king mode
koda
parents: 3991
diff changeset
   180
    gfMultiWeapon        = $00000002;           // used in trainings
3743
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   181
    gfSolidLand          = $00000004;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   182
    gfBorder             = $00000008;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   183
    gfDivideTeams        = $00000010;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   184
    gfLowGravity         = $00000020;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   185
    gfLaserSight         = $00000040;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   186
    gfInvulnerable       = $00000080;
4099
af612377fcba health reset mode ftw (replaces gfmines)
koda
parents: 4042
diff changeset
   187
    gfResetHealth        = $00000100;
3743
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   188
    gfVampiric           = $00000200;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   189
    gfKarma              = $00000400;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   190
    gfArtillery          = $00000800;
4000
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   191
    gfForts              = $00001000;
3743
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   192
    gfRandomOrder        = $00002000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   193
    gfKing               = $00004000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   194
    gfPlaceHog           = $00008000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   195
    gfSharedAmmo         = $00010000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   196
    gfDisableGirders     = $00020000;
4000
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   197
    gfDisableLandObjects = $00040000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   198
    gfAISurvival         = $00080000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   199
    gfInfAttack          = $00100000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   200
    gfResetWeps          = $00200000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   201
    gfPerHogAmmo         = $00400000;
4776
ab956d4647a4 set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
sheepluva
parents: 4406
diff changeset
   202
    gfDisableWind        = $00800000;
4272
cf18de7ea3d4 engine side of a more wind patch. no frontend hook. just want to check it in to pull it from another machine
nemo
parents: 4246
diff changeset
   203
    gfMoreWind           = $01000000;
5016
9347d82a26cc added game mode Tag Team, mostly untested, please test :)
Henek
parents: 4976
diff changeset
   204
    gfTagTeam            = $02000000;
5717
6d513913b7a9 Add option for a bottom border. Needs testing.
nemo
parents: 5441
diff changeset
   205
    gfBottomBorder       = $04000000;
2948
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unc0rr
parents: 2947
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   206
    // NOTE: When adding new game flags, ask yourself
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2947
diff changeset
   207
    // if a "game start notice" would be useful. If so,
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unc0rr
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   208
    // add one in uWorld.pas - look for "AddGoal".
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   209
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   210
    gstDrowning       = $00000001;
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unc0rr
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diff changeset
   211
    gstHHDriven       = $00000002;
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unc0rr
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diff changeset
   212
    gstMoving         = $00000004;
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unc0rr
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   213
    gstAttacked       = $00000008;
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unc0rr
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   214
    gstAttacking      = $00000010;
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unc0rr
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   215
    gstCollision      = $00000020;
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unc0rr
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diff changeset
   216
    gstHHChooseTarget = $00000040;
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unc0rr
parents: 2947
diff changeset
   217
    gstHHJumping      = $00000100;
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unc0rr
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diff changeset
   218
    gsttmpFlag        = $00000200;
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unc0rr
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   219
    gstHHThinking     = $00000800;
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unc0rr
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diff changeset
   220
    gstNoDamage       = $00001000;
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unc0rr
parents: 2947
diff changeset
   221
    gstHHHJump        = $00002000;
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unc0rr
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diff changeset
   222
    gstAnimation      = $00004000;
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unc0rr
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diff changeset
   223
    gstHHDeath        = $00008000;
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unc0rr
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   224
    gstWinner         = $00010000;  // this, along with gstLoser, is good for indicating hedgies know they screwed up
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unc0rr
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   225
    gstWait           = $00020000;
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unc0rr
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   226
    gstNotKickable    = $00040000;
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unc0rr
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   227
    gstLoser          = $00080000;
3310
e6e9b811d32f Engine:
smxx
parents: 3287
diff changeset
   228
    gstHHGone         = $00100000;
5348
0bc81de36e08 Don't draw snow flakes spawned in land, introduce gstInvisible flag
unc0rr
parents: 5316
diff changeset
   229
    gstInvisible      = $00200000;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   230
7400
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   231
    gmLeft           = $00000001;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   232
    gmRight          = $00000002;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   233
    gmUp             = $00000004;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   234
    gmDown           = $00000008;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   235
    gmSwitch         = $00000010;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   236
    gmAttack         = $00000020;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   237
    gmLJump          = $00000040;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   238
    gmHJump          = $00000080;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   239
    gmDestroy        = $00000100;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   240
    gmSlot           = $00000200; // with param
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   241
    gmWeapon         = $00000400; // with param
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   242
    gmTimer          = $00000800; // with param
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   243
    gmAnimate        = $00001000; // with param
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   244
    gmPrecise        = $00002000;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   245
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   246
    gmRemoveFromList = $00004000;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   247
    gmAddToList      = $00008000;
3894
9abce5468583 Engine:
smaxx
parents: 3875
diff changeset
   248
    gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   249
3485
ab91c56a9050 Engine (Henek):
smxx
parents: 3483
diff changeset
   250
    cMaxSlotIndex       = 9;
2948
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unc0rr
parents: 2947
diff changeset
   251
    cMaxSlotAmmoIndex   = 5;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   252
2948
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unc0rr
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diff changeset
   253
    ammoprop_Timerable    = $00000001;
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unc0rr
parents: 2947
diff changeset
   254
    ammoprop_Power        = $00000002;
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unc0rr
parents: 2947
diff changeset
   255
    ammoprop_NeedTarget   = $00000004;
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unc0rr
parents: 2947
diff changeset
   256
    ammoprop_ForwMsgs     = $00000008;
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unc0rr
parents: 2947
diff changeset
   257
    ammoprop_AttackInMove = $00000010;
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unc0rr
parents: 2947
diff changeset
   258
    ammoprop_NoCrosshair  = $00000040;
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unc0rr
parents: 2947
diff changeset
   259
    ammoprop_AttackingPut = $00000080;
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unc0rr
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diff changeset
   260
    ammoprop_DontHold     = $00000100;
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unc0rr
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diff changeset
   261
    ammoprop_AltAttack    = $00000200;
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unc0rr
parents: 2947
diff changeset
   262
    ammoprop_AltUse       = $00000400;
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unc0rr
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diff changeset
   263
    ammoprop_NotBorder    = $00000800;
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unc0rr
parents: 2947
diff changeset
   264
    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
   265
    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
   266
    ammoprop_SetBounce    = $00004000;
6941
228c0ab239f1 add ammoprop to enable to up and down buttons on for the touch interface
Xeli
parents: 6917
diff changeset
   267
    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 changeset
   268
    ammoprop_OscAim       = $00010000;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7191
diff changeset
   269
    ammoprop_NoMoveAfter  = $00020000;
7416
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7400
diff changeset
   270
    ammoprop_Track        = $00040000;
4828
4ed71ae56b05 Fix formatting
unc0rr
parents: 4809
diff changeset
   271
    ammoprop_NoRoundEnd   = $10000000;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3689
diff changeset
   272
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unc0rr
parents: 2947
diff changeset
   273
    AMMO_INFINITE = 100;
4
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unc0rr
parents: 2
diff changeset
   274
6765
8fcd2508c49f bug #336
nemo
parents: 6700
diff changeset
   275
    //EXPLAllDamageInRadius = $00000001;  Completely unused for ages
2948
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unc0rr
parents: 2947
diff changeset
   276
    EXPLAutoSound         = $00000002;
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unc0rr
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   277
    EXPLNoDamage          = $00000004;
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unc0rr
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diff changeset
   278
    EXPLDoNotTouchHH      = $00000008;
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unc0rr
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diff changeset
   279
    EXPLDontDraw          = $00000010;
3004
e9b3613cc3fb Engine:
smxx
parents: 2989
diff changeset
   280
    EXPLNoGfx             = $00000020;
3383
45a73be4d8c1 Fixed broken whitespace
mbait
parents: 3382
diff changeset
   281
    EXPLPoisoned          = $00000040;
3712
de2026031833 Engine:
smaxx
parents: 3710
diff changeset
   282
    EXPLDoNotTouchAny     = $00000080;
42
72ffe21f027c - Fixed console behavior
unc0rr
parents: 39
diff changeset
   283
2948
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unc0rr
parents: 2947
diff changeset
   284
    posCaseAmmo    = $00000001;
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unc0rr
parents: 2947
diff changeset
   285
    posCaseHealth  = $00000002;
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unc0rr
parents: 2947
diff changeset
   286
    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
   287
    posCaseDummy   = $00000008;
5343
ff7ecf483759 fake crates now with complementary poison
Henek
parents: 5316
diff changeset
   288
    posCaseExplode = $00000010;
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    posCasePoison  = $00000020;
4
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2948
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    NoPointX = Low(LongInt);
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    cTargetPointRef : TPoint = (X: NoPointX; Y: 0);
4
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    // hog tag mask
2947
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    htNone        = $00;
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    htTeamName    = $01;
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    htName        = $02;
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    htHealth      = $04;
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    htTransparent = $08;
3697
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koda
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6797
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Xeli
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    AMAnimDuration = 200;
6796
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Xeli
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    AMHidden    = 0;//AMState values
6795
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Xeli
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    AMShowingUp = 1;
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    AMShowing   = 2;
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Xeli
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    AMHiding    = 3;
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Xeli
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    AMTypeMaskX     = $00000001;
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Xeli
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    AMTypeMaskY     = $00000002;
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    AMTypeMaskAlpha = $00000004;
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    AMTypeMaskSlide = $00000008;
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
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6622
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Xeli
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{$IFDEF MOBILE}
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    AMSlotSize = 48;
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    AMTITLE = 30;
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{$ELSE}
6650
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Xeli
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    AMSlotSize = 32;
6622
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{$ENDIF}
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    AMSlotPadding = (AMSlotSize - 32) shr 1;
6688
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Xeli
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Xeli
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{$IFDEF USE_TOUCH_INTERFACE}
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    FADE_ANIM_TIME = 500;
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    MOVE_ANIM_TIME = 500;
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{$ENDIF}
6982
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koda
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   324
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    cTagsMasks : array[0..15] of byte = (7, 0, 0, 0, 15, 6, 4, 5, 0, 0, 0, 0, 0, 14, 12, 13);
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koda
parents: 6975
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    cTagsMasksNoHealth: array[0..15] of byte = (3, 2, 11, 1, 0, 0, 0, 0, 0, 10, 0, 9, 0, 0, 0, 0);
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koda
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4
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implementation
2716
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3145
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mbait
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end.