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aaa262218e
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a19fb1096a
11 changed files with 195 additions and 92 deletions
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@ -416,6 +416,29 @@ float ScaleU,ScaleV;
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}
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/*****************************************************************************/
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struct sColTab
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{
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u8 R,G,B;
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};
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sColTab ColTable[]=
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{
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{255,255,255}, // PC_TILE_COLLISION_NORMAL:
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{255, 0, 0}, // PC_TILE_COLLISION_DAMAGE:
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{ 0,255, 0}, // PC_TILE_COLLISION_SLIPPERY:
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{255, 0,255}, // PC_TILE_COLLISION_ELECTRIC:
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{200,127,180}, // PC_TILE_COLLISION_DESTRUCTABLE_WALL:
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{ 0, 0,255}, // PC_TILE_COLLISION_DEATH_LIQUID:
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{ 0,255,255}, // PC_TILE_COLLISION_SOLID:
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{200, 0, 0}, // PC_TILE_COLLISION_DEATH_FALL:
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{127,200,180}, // PC_TILE_COLLISION_DESTRUCTABLE_FLOOR:
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{255,127,127}, // PC_TILE_COLLISION_DEATH_INSTANT:
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{ 0,127, 0}, // PC_TILE_COLLISION_MOVE_LEFT:
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{ 0,127,127}, // PC_TILE_COLLISION_MOVE_RIGHT:
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};
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void CElem::Render(int Flags,bool Render3d)
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{
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if (BlankFlag)
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@ -440,18 +463,27 @@ int ColFlags=Flags >> PC_TILE_FLAG_COLLISION_SHIFT;
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if (ColFlags)
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{
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/*
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switch (ColFlags)
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{
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case PC_TILE_COLLISION_NORMAL: glColor4f(1.0f,1.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_DAMAGE: glColor4f(1.0f,0.0f,0.0f,0.5); break;
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case PC_TILE_COLLISION_SLIPPERY: glColor4f(0.0f,1.0f,0.0f,0.5); break;
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case PC_TILE_COLLISION_ELECTRIC: glColor4f(1.0f,0.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_STICKY: glColor4f(1.0f,1.0f,0.0f,0.5); break;
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case PC_TILE_COLLISION_WATER: glColor4f(0.0f,0.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_SOLID: glColor4f(0.0f,1.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_DEATH: glColor4f(0.0f,0.5f,0.5f,0.5); break;
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case PC_TILE_COLLISION_DESTRUCTABLE:glColor4f(0.5f,0.7f,0.6f,0.5); break;
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case PC_TILE_COLLISION_NORMAL: glColor4f(1.0f,1.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_SOLID: glColor4f(0.0f,1.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_SLIPPERY: glColor4f(0.0f,1.0f,0.0f,0.5); break;
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case PC_TILE_COLLISION_MOVE_LEFT: glColor4f(0.5f,1.0f,0.0f,0.5); break;
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case PC_TILE_COLLISION_MOVE_RIGHT: glColor4f(0.0f,1.0f,0.5f,0.5); break;
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case PC_TILE_COLLISION_DAMAGE: glColor4f(1.0f,0.0f,0.0f,0.5); break;
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case PC_TILE_COLLISION_ELECTRIC: glColor4f(1.0f,0.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_DEATH_LIQUID: glColor4f(0.0f,0.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_DEATH_FALL: glColor4f(0.0f,0.5f,0.5f,0.5); break;
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case PC_TILE_COLLISION_DEATH_INSTANT: glColor4f(0.1f,0.5f,0.5f,0.5); break;
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case PC_TILE_COLLISION_DESTRUCTABLE_WALL: glColor4f(0.7f,0.5f,0.6f,0.5); break;
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case PC_TILE_COLLISION_DESTRUCTABLE_FLOOR: glColor4f(0.5f,0.7f,0.6f,0.5); break;
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}
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*/
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sColTab &ThisCol=ColTable[ColFlags];
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glColor4ub(ThisCol.R,ThisCol.G,ThisCol.B,127);
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}
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glEnable(GL_TEXTURE_2D);
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if (Render3d)
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