author | koda |
Tue, 19 Mar 2013 17:14:10 +0100 | |
branch | cmake_pascal |
changeset 8811 | dcdfcddf37ee |
parent 8744 | 6c87486fd89b |
child 8751 | 4609823efc94 |
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 |
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* it under the terms of the GNU General Public License as published by |
|
7 |
* 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, |
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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 |
|
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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// 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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// camera movement multipliers |
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cameraKeyboardSpeed : ShortInt = 10; |
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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 |
65 |
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 |
68 |
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 |
95 |
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 |
64 | 100 |
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8744 | 101 |
lfCurrentHog = $0080; // CurrentHog. It is also used to flag crates, for convenience of AI. Since an active hog would instantly collect the crate, this doesn't impact play |
102 |
lfCurrentMask = $FF7F; // inverse of above. frequently used. |
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103 |
lfObjMask = $007F; // lower 7 bits used for hogs |
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104 |
lfNotObjMask = $FF80; // inverse of above. |
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cMaxPower = 1500; |
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cMaxAngle = 2048; |
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cPowerDivisor = 1500; |
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MAXNAMELEN = 192; |
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MAXROPEPOINTS = 3840; |
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{$IFNDEF PAS2C} |
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114 |
// some opengl headers do not have these macros |
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GL_BGR = $80E0; |
116 |
GL_BGRA = $80E1; |
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117 |
GL_CLAMP_TO_EDGE = $812F; |
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118 |
GL_TEXTURE_PRIORITY = $8066; |
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{$ENDIF} |
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cVisibleWater : LongInt = 128; |
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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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Send run parameters by cmd line, game parameters by IPC... breaks network game
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128 |
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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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cMaxEdgePoints = 16384; |
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cHHRadius = 9; |
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cHHStepTicks = 29; |
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cHHZ = 1000; |
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cCurrHHZ = Succ(cHHZ); |
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cBarrelHealth = 60; |
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cShotgunRadius = 22; |
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cBlowTorchC = 6; |
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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.
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cakeDmg = 75; |
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cKeyMaxIndex = 1023; |
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151 |
cKbdMaxIndex = 65536;//need more room for the modifier keys |
6917 | 152 |
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6982 | 153 |
cFontBorder = 2; |
4 | 154 |
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155 |
// do not change this value |
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156 |
cDefaultZoomLevel = 2.0; |
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157 |
|
7996 | 158 |
// game flags |
3743 | 159 |
gfAny = $FFFFFFFF; |
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160 |
gfOneClanMode = $00000001; // used in trainings |
3999 | 161 |
gfMultiWeapon = $00000002; // used in trainings |
3743 | 162 |
gfSolidLand = $00000004; |
163 |
gfBorder = $00000008; |
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164 |
gfDivideTeams = $00000010; |
|
165 |
gfLowGravity = $00000020; |
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166 |
gfLaserSight = $00000040; |
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167 |
gfInvulnerable = $00000080; |
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4099 | 168 |
gfResetHealth = $00000100; |
3743 | 169 |
gfVampiric = $00000200; |
170 |
gfKarma = $00000400; |
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171 |
gfArtillery = $00000800; |
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172 |
gfForts = $00001000; |
3743 | 173 |
gfRandomOrder = $00002000; |
174 |
gfKing = $00004000; |
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175 |
gfPlaceHog = $00008000; |
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176 |
gfSharedAmmo = $00010000; |
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177 |
gfDisableGirders = $00020000; |
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178 |
gfDisableLandObjects = $00040000; |
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179 |
gfAISurvival = $00080000; |
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180 |
gfInfAttack = $00100000; |
ddc4a09889e7
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koda
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181 |
gfResetWeps = $00200000; |
ddc4a09889e7
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koda
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182 |
gfPerHogAmmo = $00400000; |
4776
ab956d4647a4
set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
sheepluva
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183 |
gfDisableWind = $00800000; |
4272
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engine side of a more wind patch. no frontend hook. just want to check it in to pull it from another machine
nemo
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184 |
gfMoreWind = $01000000; |
5016
9347d82a26cc
added game mode Tag Team, mostly untested, please test :)
Henek
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185 |
gfTagTeam = $02000000; |
5717 | 186 |
gfBottomBorder = $04000000; |
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187 |
// NOTE: When adding new game flags, ask yourself |
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188 |
// if a "game start notice" would be useful. If so, |
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189 |
// add one in uWorld.pas - look for "AddGoal". |
4 | 190 |
|
7996 | 191 |
// gear states |
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192 |
gstDrowning = $00000001; |
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193 |
gstHHDriven = $00000002; |
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194 |
gstMoving = $00000004; |
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195 |
gstAttacked = $00000008; |
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196 |
gstAttacking = $00000010; |
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197 |
gstCollision = $00000020; |
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198 |
gstHHChooseTarget = $00000040; |
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199 |
gstHHJumping = $00000100; |
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200 |
gsttmpFlag = $00000200; |
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201 |
gstHHThinking = $00000800; |
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202 |
gstNoDamage = $00001000; |
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203 |
gstHHHJump = $00002000; |
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204 |
gstAnimation = $00004000; |
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205 |
gstHHDeath = $00008000; |
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206 |
gstWinner = $00010000; // this, along with gstLoser, is good for indicating hedgies know they screwed up |
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207 |
gstWait = $00020000; |
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208 |
gstNotKickable = $00040000; |
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209 |
gstLoser = $00080000; |
3310 | 210 |
gstHHGone = $00100000; |
5348
0bc81de36e08
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unc0rr
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211 |
gstInvisible = $00200000; |
4 | 212 |
|
7996 | 213 |
// gear messages |
7400
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214 |
gmLeft = $00000001; |
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215 |
gmRight = $00000002; |
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216 |
gmUp = $00000004; |
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217 |
gmDown = $00000008; |
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218 |
gmSwitch = $00000010; |
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219 |
gmAttack = $00000020; |
09427dbec1d8
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220 |
gmLJump = $00000040; |
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221 |
gmHJump = $00000080; |
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222 |
gmDestroy = $00000100; |
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223 |
gmSlot = $00000200; // with param |
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224 |
gmWeapon = $00000400; // with param |
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225 |
gmTimer = $00000800; // with param |
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226 |
gmAnimate = $00001000; // with param |
09427dbec1d8
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227 |
gmPrecise = $00002000; |
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228 |
|
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229 |
gmRemoveFromList = $00004000; |
09427dbec1d8
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230 |
gmAddToList = $00008000; |
7517 | 231 |
gmDelete = $00010000; |
3894 | 232 |
gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise; |
4 | 233 |
|
3485 | 234 |
cMaxSlotIndex = 9; |
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235 |
cMaxSlotAmmoIndex = 5; |
7996 | 236 |
|
237 |
// ai hints |
|
238 |
aihUsualProcessing = $00000000; |
|
239 |
aihDoesntMatter = $00000001; |
|
240 |
||
241 |
// ammo properties |
|
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242 |
ammoprop_Timerable = $00000001; |
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243 |
ammoprop_Power = $00000002; |
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244 |
ammoprop_NeedTarget = $00000004; |
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245 |
ammoprop_ForwMsgs = $00000008; |
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246 |
ammoprop_AttackInMove = $00000010; |
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247 |
ammoprop_NoCrosshair = $00000040; |
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248 |
ammoprop_AttackingPut = $00000080; |
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249 |
ammoprop_DontHold = $00000100; |
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250 |
ammoprop_AltAttack = $00000200; |
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251 |
ammoprop_AltUse = $00000400; |
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252 |
ammoprop_NotBorder = $00000800; |
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253 |
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
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254 |
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:
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|
255 |
ammoprop_SetBounce = $00004000; |
6941
228c0ab239f1
add ammoprop to enable to up and down buttons on for the touch interface
Xeli
parents:
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256 |
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
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|
257 |
ammoprop_OscAim = $00010000; |
5a9775b97c7e
- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents:
7191
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|
258 |
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
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|
259 |
ammoprop_Track = $00040000; |
4828 | 260 |
ammoprop_NoRoundEnd = $10000000; |
3697 | 261 |
|
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262 |
AMMO_INFINITE = 100; |
4 | 263 |
|
7996 | 264 |
// explosion flags |
6765 | 265 |
//EXPLAllDamageInRadius = $00000001; Completely unused for ages |
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266 |
EXPLAutoSound = $00000002; |
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267 |
EXPLNoDamage = $00000004; |
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268 |
EXPLDoNotTouchHH = $00000008; |
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269 |
EXPLDontDraw = $00000010; |
3004 | 270 |
EXPLNoGfx = $00000020; |
3383 | 271 |
EXPLPoisoned = $00000040; |
3712 | 272 |
EXPLDoNotTouchAny = $00000080; |
42 | 273 |
|
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274 |
posCaseAmmo = $00000001; |
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275 |
posCaseHealth = $00000002; |
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276 |
posCaseUtility = $00000004; |
5313
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now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
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|
277 |
posCaseDummy = $00000008; |
5343 | 278 |
posCaseExplode = $00000010; |
279 |
posCasePoison = $00000020; |
|
4 | 280 |
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281 |
NoPointX = Low(LongInt); |
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282 |
cTargetPointRef : TPoint = (X: NoPointX; Y: 0); |
4 | 283 |
|
8204 | 284 |
kSystemSoundID_Vibrate = $00000FFF; |
285 |
||
4 | 286 |
implementation |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
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287 |
|
3145 | 288 |
end. |