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208
source/fx/fxzzzz.cpp
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208
source/fx/fxzzzz.cpp
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/*************/
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/*** Laser ***/
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/*************/
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#include "system\global.h"
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#include <DStructs.h>
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#include "utils\utils.h"
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#include "gfx\prim.h"
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#include "gfx\sprbank.h"
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#include <sprites.h>
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#include "level\level.h"
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#include "game\game.h"
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#include "gfx\otpos.h"
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#include "FX\FXLaser.h"
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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int LaserWidth=1;
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/*****************************************************************************/
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void CFXLaser::init(DVECTOR const &_Pos)
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{
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CFX::init(_Pos);
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Life=-1;
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R=G=B=255;
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Offset.vx=Offset.vy=0;
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}
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/*****************************************************************************/
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void CFXLaser::setOffset(DVECTOR &Pos)
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{
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Offset=Pos;
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}
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/*****************************************************************************/
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void CFXLaser::setTarget(DVECTOR &Pos)
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{
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Target=Pos;
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}
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/*****************************************************************************/
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/*** Think *******************************************************************/
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/*****************************************************************************/
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void CFXLaser::think(int _frames)
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{
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CThing *Parent=getParent();
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ASSERT(Parent);
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Pos=Parent->getPos();
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}
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/*****************************************************************************/
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/*** Render ******************************************************************/
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/*****************************************************************************/
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void CFXLaser::render()
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{
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DVECTOR renderPos0,renderPos1;
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sOT *ThisOT=OtPtr+OtPos;
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getFXRenderPos(renderPos0);
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if (!canRender() || Flags & FX_FLAG_HIDDEN) return;
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calcRenderPos(Target,renderPos1);
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renderPos0.vx+=Offset.vx;
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renderPos0.vy+=Offset.vy;
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// Main Beam
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LINE_F2 *L=GetPrimLF2();
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L->x0=renderPos0.vx; L->y0=renderPos0.vy;
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L->x1=renderPos1.vx; L->y1=renderPos1.vy;
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setRGB0(L,R,G,B); addPrim(ThisOT,L);
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// Surround
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POLY_F4 *P=GetPrimF4();
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P->x0=renderPos0.vx-LaserWidth; P->y0=renderPos0.vy-LaserWidth;
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P->x1=renderPos0.vx+LaserWidth; P->y1=renderPos0.vy+LaserWidth;
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P->x2=renderPos1.vx-LaserWidth; P->y2=renderPos1.vy-LaserWidth;
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P->x3=renderPos1.vx+LaserWidth; P->y3=renderPos1.vy+LaserWidth;
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setRGB0(P,R>>1,G>>1,B>>1); addPrim(ThisOT,P);
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//
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int W=renderPos1.vx-renderPos0.vx;
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int H=renderPos1.vy-renderPos0.vy;
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setCollisionCentreOffset( (W>>1) + Offset.vx, (H>>1) + Offset.vy );
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if (W<0) W=-W;
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if (H<0) H=-H;
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setCollisionSize(W,H);
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}
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/*****************************************************************************/
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/*** checkCollisionAgainst ***************************************************/
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/*****************************************************************************/
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int CFXLaser::checkCollisionAgainst(CThing *_thisThing, int _frames)
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{
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DVECTOR pos,thisThingPos;
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int radius;
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int collided;
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pos=getCollisionCentre();
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thisThingPos=_thisThing->getCollisionCentre();
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radius=getCollisionRadius()+_thisThing->getCollisionRadius();
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collided=false;
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if(abs(pos.vx-thisThingPos.vx)<radius&&
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abs(pos.vy-thisThingPos.vy)<radius)
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{
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CRECT thisRect,thatRect;
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thisRect=getCollisionArea();
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thatRect=_thisThing->getCollisionArea();
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if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
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((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
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{
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// bounding boxes touch, now check for line vs box collision
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s32 w = thatRect.x2 - thatRect.x1;
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s32 h = thatRect.y2 - thatRect.y1;
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s32 a = ( thatRect.x1 + thatRect.x2 ) >> 1;
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s32 b = ( thatRect.y1 + thatRect.y2 ) >> 1;
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s32 x1 = Pos.vx + Offset.vx;
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s32 y1 = Pos.vy + Offset.vy;
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s32 x2 = Target.vx;
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s32 y2 = Target.vy;
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s32 t1, t2, t3, t4;
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if ( x1 == x2 )
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{
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// vertical line
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// bounding boxes already colliding
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collided = true;
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}
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else if ( y1 == y2 )
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{
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// horizontal line
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// bounding boxes already colliding
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collided = true;
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}
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else
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{
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// see http://www.flipcode.com/tpractice/issue01.shtml
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t1 = ( ( ( w >> 1 ) - x1 + a ) << 8 ) / ( x2 - x1 );
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t2 = ( ( -( ( w >> 1 ) + x1 - a ) ) << 8 ) / ( x2 - x1 );
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t3 = ( ( ( h >> 1 ) - y1 + b ) << 8 ) / ( y2 - y1 );
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t4 = ( ( -( ( h >> 1 ) + y1 - b ) ) << 8 ) / ( y2 - y1 );
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if ( t1 > t2 )
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{
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s32 temp = t2;
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t2 = t1;
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t1 = temp;
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}
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if ( t3 > t4 )
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{
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s32 temp = t4;
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t4 = t3;
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t3 = temp;
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}
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if ( t1 < t4 && t3 < t2 )
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{
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collided = true;
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}
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}
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}
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}
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return collided;
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}
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/*****************************************************************************/
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/*** CollidedWith ************************************************************/
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/*****************************************************************************/
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void CFXLaser::collidedWith(CThing *_thisThing)
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{
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switch(_thisThing->getThingType())
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{
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case TYPE_PLAYER:
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{
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CPlayer *player = (CPlayer *) _thisThing;
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if ( !player->isRecoveringFromHit() )
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{
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player->takeDamage( DAMAGE__HIT_ENEMY );
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}
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break;
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}
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default:
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break;
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}
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}
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31
source/fx/fxzzzz.h
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31
source/fx/fxzzzz.h
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@ -0,0 +1,31 @@
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/*************/
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/*** Laser ***/
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/*************/
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#ifndef __FX_FX_LASER_HEADER__
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#define __FX_FX_LASER_HEADER__
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#include "fx/fx.h"
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/*****************************************************************************/
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class CFXLaser : public CFX
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{
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public:
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void init(DVECTOR const &Pos);
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void think(int _frames);
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void render();
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/*virtual */int canCollide() {return true;}
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/*virtual */int checkCollisionAgainst(CThing *_thisThing, int _frames);
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void setOffset(DVECTOR &Pos);
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void setTarget(DVECTOR &Pos);
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void setRGB(u8 r,u8 g,u8 b) {R=r; G=g; B=g;}
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protected:
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/*virtual */void collidedWith(CThing *_thisThing);
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DVECTOR Offset,Target;
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u8 R,G,B;
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};
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#endif
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