This commit is contained in:
parent
99e98162fe
commit
77bbfc2c16
7 changed files with 233 additions and 148 deletions
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@ -281,6 +281,13 @@ CPlayer * CGameScene::getPlayer()
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return( m_player );
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}
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/*****************************************************************************/
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void CGameScene::respawnLevel()
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{
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Level.respawnLevel();
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}
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/*****************************************************************************/
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void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing )
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{
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@ -313,70 +320,6 @@ void CGameScene::initLevel()
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m_player->setHealthType(CPlayer::HEALTH_TYPE__OUT_OF_WATER);
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}
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// Init actors (needs moving and tidying
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int actorNum;
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int platformNum;
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int hazardNum;
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sThingActor **actorList = Level.getActorList();
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if (actorList)
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{
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for ( actorNum = 0 ; actorNum < Level.getActorCount() ; actorNum++ )
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{
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sThingActor *ThisActor=actorList[actorNum];
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CGameScene::ACTOR_TYPE actorType = CGameScene::getActorType( actorList[actorNum]->Type );
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switch ( actorType )
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{
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case CGameScene::ACTOR_ENEMY_NPC:
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{
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CNpcEnemy *enemy;
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enemy=CNpcEnemy::Create(ThisActor);
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enemy->setLayerCollision( Level.getCollisionLayer() );
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enemy->setupWaypoints( ThisActor );
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enemy->postInit();
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}
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break;
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case CGameScene::ACTOR_FRIEND_NPC:
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{
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CNpcFriend *friendNpc;
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friendNpc=CNpcFriend::Create(ThisActor);
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friendNpc->setLayerCollision( Level.getCollisionLayer() );
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friendNpc->postInit();
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}
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break;
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default:
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break;
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}
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}
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}
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sThingPlatform **platformList = Level.getPlatformList();
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if (platformList)
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{
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for ( platformNum = 0 ; platformNum < Level.getPlatformCount() ; platformNum++ )
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{
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sThingPlatform *ThisPlatform = platformList[platformNum];
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CNpcPlatform *platform;
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platform = CNpcPlatform::Create( ThisPlatform );
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platform->setLayerCollision( Level.getCollisionLayer() );
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platform->postInit();
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}
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}
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sThingHazard **hazardList = Level.getHazardList();
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if (hazardList)
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{
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for ( hazardNum = 0 ; hazardNum < Level.getHazardCount() ; hazardNum++ )
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{
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sThingHazard *ThisHazard = hazardList[hazardNum];
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CNpcHazard *hazard;
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hazard = CNpcHazard::Create( ThisHazard );
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hazard->setLayerCollision( Level.getCollisionLayer() );
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}
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}
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// Song is loaded/dumped by the level, and played from here. This just gives some
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// better timing over when it starts (pkg)
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CSoundMediator::playSong();
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@ -40,6 +40,7 @@ virtual int canPause();
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char *getSceneName() {return "Game";}
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CPlayer *getPlayer();
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void respawnLevel();
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void sendEvent( GAME_EVENT evt, class CThing *sourceThing );
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static void setReadyToExit() {s_readyToExit=true;}
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@ -47,9 +47,29 @@
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#include "system\vid.h"
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#endif
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#include "enemy\npc.h"
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#include "gfx\actor.h"
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#ifndef __ENEMY_NPC_H__
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#include "enemy\npc.h"
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#endif
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#ifndef __FRIEND_FRIEND_H__
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#include "friend\friend.h"
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#endif
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#ifndef __PLATFORM_PLATFORM_H__
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#include "platform\platform.h"
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#endif
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#ifndef __HAZARD_HAZARD_H__
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#include "hazard\hazard.h"
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#endif
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#ifndef __PROJECTL_PROJECTL_H__
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#include "projectl\projectl.h"
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#endif
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/*****************************************************************************/
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extern int s_globalLevelSelectThing;
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@ -264,21 +284,6 @@ void CLevel::initLayers()
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ThingPtr+=ActorList[i]->PointCount*sizeof(u16)*2;
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}
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}
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// Items
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if (LevelHdr->ItemList)
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{
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sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ItemList);
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ItemCount=Hdr->Count;
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ItemList=(sThingItem*)MakePtr(Hdr,sizeof(sThingHdr));
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DVECTOR pos;
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for(int i=0;i<ItemCount;i++)
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{
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pos.vx=ItemList->Pos.X<<4;
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pos.vy=ItemList->Pos.Y<<4;
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createPickup((PICKUP_TYPE)ItemList->Type,&pos);
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ItemList++;
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}
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}
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// Platforms
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if (LevelHdr->PlatformList)
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{
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@ -295,71 +300,6 @@ void CLevel::initLayers()
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}
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}
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// Triggers
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// Yeah yeah - I'll put this crap into a seperate file when the numbers of trigger types get a bit bigger! (pkg)
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if (LevelHdr->TriggerList)
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{
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sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
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TriggerCount=Hdr->Count;
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TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
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for(int i=0;i<TriggerCount;i++)
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{
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CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
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if(TriggerList->Type==3)
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{
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// Camera lock trigger
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trigger=(CCameraLockTrigger*)new ("CameraLockTrigger") CCameraLockTrigger();
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trigger->init();
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trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
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TriggerList->Width<<4,TriggerList->Height<<4);
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trigger->setTargetBox(TriggerList->TargetPos.X<<4,TriggerList->TargetPos.Y<<4,TriggerList->TargetSize.X<<4,TriggerList->TargetSize.Y<<4);
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}
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TriggerList++;
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}
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}
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if (LevelHdr->TriggerList)
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{
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sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
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TriggerCount=Hdr->Count;
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TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
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for(int i=0;i<TriggerCount;i++)
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{
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CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
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switch(TriggerList->Type)
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{
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// Exit trigger
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case 0:
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trigger=(CTriggerThing*)new ("LevelExitTrigger") CLevelExitTrigger();
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break;
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// Level respawn trigger
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case 1:
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trigger=(CRestartPointTrigger*)new ("RestartTrigger") CRestartPointTrigger();
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break;
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// Teleport trigger
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case 2:
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trigger=(CTeleportTrigger*)new ("TeleportTrigger") CTeleportTrigger();
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break;
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// Camera lock trigger
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case 3:
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trigger=NULL;
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break;
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}
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if(trigger)
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{
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trigger->init();
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trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
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TriggerList->Width<<4,TriggerList->Height<<4);
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trigger->setTargetBox(TriggerList->TargetPos.X<<4,TriggerList->TargetPos.Y<<4,TriggerList->TargetSize.X<<4,TriggerList->TargetSize.Y<<4);
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}
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TriggerList++;
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}
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}
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// FX
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if (LevelHdr->FXList)
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{
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FXCount=Hdr->Count;
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FXList=(sThingFX*)MakePtr(Hdr,sizeof(sThingHdr));
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}
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// Hazards
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if (LevelHdr->HazardList)
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{
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@ -382,8 +323,174 @@ void CLevel::initLayers()
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}
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}
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initThings(false);
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}
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/*****************************************************************************/
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void CLevel::initThings(int _respawningLevel)
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{
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// Triggers
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// Yeah yeah - I'll put this crap into a seperate file when the numbers of trigger types get a bit bigger! (pkg)
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if (LevelHdr->TriggerList)
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{
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sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
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TriggerCount=Hdr->Count;
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TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
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for(int i=0;i<TriggerCount;i++)
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{
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CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
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if(TriggerList->Type==3)
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{
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// Camera lock trigger
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trigger=(CCameraLockTrigger*)new ("CameraLockTrigger") CCameraLockTrigger();
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trigger->init();
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trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
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TriggerList->Width<<4,TriggerList->Height<<4);
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trigger->setTargetBox(TriggerList->TargetPos.X<<4,TriggerList->TargetPos.Y<<4,TriggerList->TargetSize.X<<4,TriggerList->TargetSize.Y<<4);
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}
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TriggerList++;
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}
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}
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if (LevelHdr->TriggerList)
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{
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sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
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TriggerCount=Hdr->Count;
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TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
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for(int i=0;i<TriggerCount;i++)
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{
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CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
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switch(TriggerList->Type)
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{
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// Exit trigger
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case 0:
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trigger=(CTriggerThing*)new ("LevelExitTrigger") CLevelExitTrigger();
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break;
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// Level respawn trigger
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case 1:
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trigger=(CRestartPointTrigger*)new ("RestartTrigger") CRestartPointTrigger();
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break;
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// Teleport trigger
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case 2:
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trigger=(CTeleportTrigger*)new ("TeleportTrigger") CTeleportTrigger();
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break;
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// Camera lock trigger
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case 3:
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trigger=NULL;
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break;
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}
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if(trigger)
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{
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trigger->init();
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trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
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TriggerList->Width<<4,TriggerList->Height<<4);
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trigger->setTargetBox(TriggerList->TargetPos.X<<4,TriggerList->TargetPos.Y<<4,TriggerList->TargetSize.X<<4,TriggerList->TargetSize.Y<<4);
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}
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TriggerList++;
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}
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}
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// Items
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if (LevelHdr->ItemList)
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{
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sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ItemList);
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ItemCount=Hdr->Count;
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ItemList=(sThingItem*)MakePtr(Hdr,sizeof(sThingHdr));
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DVECTOR pos;
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for(int i=0;i<ItemCount;i++)
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{
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if(!(_respawningLevel&&(PICKUP_TYPE)ItemList->Type==PICKUP__SPATULA))
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{
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pos.vx=ItemList->Pos.X<<4;
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pos.vy=ItemList->Pos.Y<<4;
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createPickup((PICKUP_TYPE)ItemList->Type,&pos);
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}
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ItemList++;
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}
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}
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// Init actors (needs moving and tidying
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int actorNum;
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int platformNum;
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int hazardNum;
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sThingActor **actorList = getActorList();
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if (actorList)
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{
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for ( actorNum = 0 ; actorNum < getActorCount() ; actorNum++ )
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{
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sThingActor *ThisActor=actorList[actorNum];
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CGameScene::ACTOR_TYPE actorType = CGameScene::getActorType( actorList[actorNum]->Type );
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switch ( actorType )
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{
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case CGameScene::ACTOR_ENEMY_NPC:
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{
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CNpcEnemy *enemy;
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enemy=CNpcEnemy::Create(ThisActor);
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enemy->setLayerCollision( getCollisionLayer() );
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enemy->setupWaypoints( ThisActor );
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enemy->postInit();
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}
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break;
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case CGameScene::ACTOR_FRIEND_NPC:
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{
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CNpcFriend *friendNpc;
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friendNpc=CNpcFriend::Create(ThisActor);
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friendNpc->setLayerCollision( getCollisionLayer() );
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friendNpc->postInit();
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}
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break;
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default:
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break;
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}
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}
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}
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sThingPlatform **platformList = getPlatformList();
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if (platformList)
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{
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for ( platformNum = 0 ; platformNum < getPlatformCount() ; platformNum++ )
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{
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sThingPlatform *ThisPlatform = platformList[platformNum];
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CNpcPlatform *platform;
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platform = CNpcPlatform::Create( ThisPlatform );
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platform->setLayerCollision( getCollisionLayer() );
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platform->postInit();
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}
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}
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sThingHazard **hazardList = getHazardList();
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if (hazardList)
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{
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for ( hazardNum = 0 ; hazardNum < getHazardCount() ; hazardNum++ )
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{
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sThingHazard *ThisHazard = hazardList[hazardNum];
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CNpcHazard *hazard;
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hazard = CNpcHazard::Create( ThisHazard );
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hazard->setLayerCollision( getCollisionLayer() );
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}
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}
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}
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/*****************************************************************************/
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void CLevel::respawnLevel()
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{
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CThingManager::killAllThingsForRespawn();
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initThings(true);
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}
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/*****************************************************************************/
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void CLevel::shutdown()
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{
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@ -49,9 +49,14 @@ public:
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DVECTOR getMapSize();
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bool GetNextLevel(int &Lvl);
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void respawnLevel();
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private:
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void initLayers();
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void initThings(int _respawningLevel);
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void DisplayLoadingScreen(sLvlTab *lvlTab);
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sLevelHdr *LevelHdr;
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@ -77,9 +77,9 @@
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#include "platform\platform.h"
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#endif
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// to be removed
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//#include "gfx\tpage.h"
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#ifndef __GAME_GAME_H__
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#include "game\game.h"
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#endif
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/* Std Lib
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@ -1304,6 +1304,8 @@ void CPlayer::respawn()
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m_moveVelocity.vx=m_moveVelocity.vy=0;
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clearPlatform();
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GameScene.respawnLevel();
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}
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@ -97,6 +97,32 @@ void CThingManager::shutdown()
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s_initialised=false;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose: Kills every CThing except the player
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CThingManager::killAllThingsForRespawn()
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{
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int i;
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CThing *thing;
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ASSERT(s_initialised);
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for(i=0;i<CThing::MAX_TYPE;i++)
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{
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if(i!=CThing::TYPE_PLAYER)
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{
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while(s_thingLists[i])
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{
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thing=s_thingLists[i];
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thing->shutdown();
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delete thing;
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}
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}
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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@ -52,6 +52,7 @@ class CThingManager
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public:
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static void init();
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static void shutdown();
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static void killAllThingsForRespawn();
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static void thinkAllThings(int _frames);
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static void renderAllThings();
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