author | Henek |
Sun, 30 Jan 2011 19:05:31 +0100 | |
changeset 4886 | e3e5362a308e |
parent 4844 | 20b81fafd236 |
child 4976 | 088d40d8aba2 |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
883 | 3 |
* Copyright (c) 2004-2008 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 |
|
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, |
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
4 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
4 | 17 |
*) |
18 |
||
2599 | 19 |
{$INCLUDE "options.inc"} |
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unit uConsts; |
22 |
interface |
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1906 | 23 |
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4361 | 24 |
uses SDLh, uFloat, GLunit; |
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2924 | 26 |
{$INCLUDE "config.inc"} |
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const |
29 |
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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cExplosionBorderColor : LongWord = $FF808080; |
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{$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 |
3634 | 63 |
rqLowRes = $00000001; // use half land array |
64 |
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 |
67 |
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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71 |
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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75 |
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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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3491 | 83 |
// texture priority (allows OpenGL to keep frequently used textures in video memory more easily) |
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tpLowest = 0.00; |
3491 | 85 |
tpLow = 0.25; |
86 |
tpMedium = 0.50; |
|
87 |
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 |
3519 | 92 |
lfBasic = $8000; // white |
93 |
lfIndestructible = $4000; // red |
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lfObject = $2000; // no idea |
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95 |
lfDamaged = $1000; // no idea |
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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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102 |
MAXROPEPOINTS = 3840; |
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// some opengl headers do not have these macros |
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GL_BGR = $80E0; |
106 |
GL_BGRA = $80E1; |
|
107 |
GL_CLAMP_TO_EDGE = $812F; |
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108 |
GL_TEXTURE_PRIORITY = $8066; |
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3697 | 109 |
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110 |
cSendCursorPosTime : LongWord = 50; |
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cVisibleWater : LongInt = 128; |
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112 |
cCursorEdgesDist : LongInt = 100; |
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cTeamHealthWidth : LongInt = 128; |
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114 |
cWaterOpacity : byte = $80; |
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cSDWaterOpacity : byte = $80; |
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116 |
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117 |
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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121 |
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cTransparentColor: Longword = $00000000; |
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124 |
cMaxTeams = 8; |
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cMaxHHIndex = 7; |
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cMaxHHs = 48; |
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cMaxSpawnPoints = 1024; |
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cMaxEdgePoints = 16384; |
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cHHRadius = 9; |
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cHHStepTicks = 29; |
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cUsualZ = 500; |
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cSmokeZ = 499; |
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cHHZ = 1000; |
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cCurrHHZ = Succ(cHHZ); |
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cOnHHZ = 2000; |
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cBarrelHealth = 60; |
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cShotgunRadius = 22; |
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142 |
cBlowTorchC = 6; |
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144 |
cKeyMaxIndex = 1023; |
4 | 145 |
|
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146 |
// do not change this value |
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147 |
cDefaultZoomLevel = 2.0; |
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148 |
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149 |
{$IFDEF IPHONEOS} |
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150 |
cMaxZoomLevel = 0.5; |
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151 |
cMinZoomLevel = 3.5; |
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152 |
cZoomDelta = 0.20; |
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153 |
{$ELSE} |
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154 |
cMaxZoomLevel = 1.0; |
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155 |
cMinZoomLevel = 3.0; |
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156 |
cZoomDelta = 0.25; |
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157 |
{$ENDIF} |
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159 |
cSendEmptyPacketTime = 1000; |
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160 |
trigTurns = $80000001; |
2630 | 161 |
|
3743 | 162 |
gfAny = $FFFFFFFF; |
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163 |
gfOneClanMode = $00000001; // used in trainings |
3999 | 164 |
gfMultiWeapon = $00000002; // used in trainings |
3743 | 165 |
gfSolidLand = $00000004; |
166 |
gfBorder = $00000008; |
|
167 |
gfDivideTeams = $00000010; |
|
168 |
gfLowGravity = $00000020; |
|
169 |
gfLaserSight = $00000040; |
|
170 |
gfInvulnerable = $00000080; |
|
4099 | 171 |
gfResetHealth = $00000100; |
3743 | 172 |
gfVampiric = $00000200; |
173 |
gfKarma = $00000400; |
|
174 |
gfArtillery = $00000800; |
|
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175 |
gfForts = $00001000; |
3743 | 176 |
gfRandomOrder = $00002000; |
177 |
gfKing = $00004000; |
|
178 |
gfPlaceHog = $00008000; |
|
179 |
gfSharedAmmo = $00010000; |
|
180 |
gfDisableGirders = $00020000; |
|
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gfDisableLandObjects = $00040000; |
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gfAISurvival = $00080000; |
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gfInfAttack = $00100000; |
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184 |
gfResetWeps = $00200000; |
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185 |
gfPerHogAmmo = $00400000; |
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gfDisableWind = $00800000; |
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gfMoreWind = $01000000; |
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// NOTE: When adding new game flags, ask yourself |
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// if a "game start notice" would be useful. If so, |
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// add one in uWorld.pas - look for "AddGoal". |
4 | 191 |
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gstDrowning = $00000001; |
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gstHHDriven = $00000002; |
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gstMoving = $00000004; |
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gstAttacked = $00000008; |
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gstAttacking = $00000010; |
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gstCollision = $00000020; |
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gstHHChooseTarget = $00000040; |
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gstHHJumping = $00000100; |
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gsttmpFlag = $00000200; |
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gstHHThinking = $00000800; |
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gstNoDamage = $00001000; |
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gstHHHJump = $00002000; |
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gstAnimation = $00004000; |
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gstHHDeath = $00008000; |
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gstWinner = $00010000; // this, along with gstLoser, is good for indicating hedgies know they screwed up |
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gstWait = $00020000; |
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gstNotKickable = $00040000; |
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gstLoser = $00080000; |
3310 | 210 |
gstHHGone = $00100000; |
4 | 211 |
|
3894 | 212 |
gmLeft = $00000001; |
213 |
gmRight = $00000002; |
|
214 |
gmUp = $00000004; |
|
215 |
gmDown = $00000008; |
|
216 |
gmSwitch = $00000010; |
|
217 |
gmAttack = $00000020; |
|
218 |
gmLJump = $00000040; |
|
219 |
gmHJump = $00000080; |
|
220 |
gmDestroy= $00000100; |
|
221 |
gmSlot = $00000200; // with param |
|
222 |
gmWeapon = $00000400; // with param |
|
223 |
gmTimer = $00000800; // with param |
|
224 |
gmAnimate= $00001000; // with param |
|
225 |
gmPrecise= $00002000; |
|
226 |
gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise; |
|
4 | 227 |
|
3485 | 228 |
cMaxSlotIndex = 9; |
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cMaxSlotAmmoIndex = 5; |
4 | 230 |
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ammoprop_Timerable = $00000001; |
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ammoprop_Power = $00000002; |
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ammoprop_NeedTarget = $00000004; |
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ammoprop_ForwMsgs = $00000008; |
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ammoprop_AttackInMove = $00000010; |
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ammoprop_NoCrosshair = $00000040; |
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ammoprop_AttackingPut = $00000080; |
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ammoprop_DontHold = $00000100; |
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ammoprop_AltAttack = $00000200; |
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ammoprop_AltUse = $00000400; |
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ammoprop_NotBorder = $00000800; |
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242 |
ammoprop_Utility = $00001000; |
3037
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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
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|
243 |
ammoprop_Effect = $00002000; |
4828 | 244 |
ammoprop_NoRoundEnd = $10000000; |
3697 | 245 |
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AMMO_INFINITE = 100; |
4 | 247 |
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248 |
EXPLAllDamageInRadius = $00000001; |
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249 |
EXPLAutoSound = $00000002; |
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EXPLNoDamage = $00000004; |
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251 |
EXPLDoNotTouchHH = $00000008; |
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252 |
EXPLDontDraw = $00000010; |
3004 | 253 |
EXPLNoGfx = $00000020; |
3383 | 254 |
EXPLPoisoned = $00000040; |
3712 | 255 |
EXPLDoNotTouchAny = $00000080; |
42 | 256 |
|
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posCaseAmmo = $00000001; |
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posCaseHealth = $00000002; |
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posCaseUtility = $00000004; |
4 | 260 |
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NoPointX = Low(LongInt); |
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cTargetPointRef : TPoint = (X: NoPointX; Y: 0); |
4 | 263 |
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264 |
// hog tag mask |
2947 | 265 |
htNone = $00; |
266 |
htTeamName = $01; |
|
267 |
htName = $02; |
|
268 |
htHealth = $04; |
|
269 |
htTransparent = $08; |
|
3697 | 270 |
|
271 |
||
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272 |
|
4 | 273 |
implementation |
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274 |
|
3145 | 275 |
end. |