This commit is contained in:
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commit
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7 changed files with 178 additions and 43 deletions
BIN
Graphics/sfx/+drip.bmp
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BIN
Graphics/sfx/+drip.bmp
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After Width: | Height: | Size: 1.3 KiB |
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@ -162,6 +162,8 @@ SFX_GFX := +smoke.bmp \
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+splash001.bmp +splash002.bmp +splash003.bmp +splash004.bmp +splash005.bmp +splash006.bmp \
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+splash001.bmp +splash002.bmp +splash003.bmp +splash004.bmp +splash005.bmp +splash006.bmp \
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+Star0001.bmp +Star0002.bmp +Star0003.bmp \
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+Star0001.bmp +Star0002.bmp +Star0003.bmp \
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+Star20001.bmp +Star20002.bmp +Star20003.bmp \
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+Star20001.bmp +Star20002.bmp +Star20003.bmp \
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+fire01.bmp +fire02.bmp +fire03.bmp +fire04.bmp +fire05.bmp +fire06.bmp \
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+drip.bmp \
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+leg.bmp
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+leg.bmp
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SFX_GFX_IN := $(foreach FILE,$(SFX_GFX),$(SFX_GFX_DIR)/$(FILE))
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SFX_GFX_IN := $(foreach FILE,$(SFX_GFX),$(SFX_GFX_DIR)/$(FILE))
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116
source/fx/fx.cpp
116
source/fx/fx.cpp
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@ -26,42 +26,110 @@
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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// Anim Data
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// Anim Data
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CFXBaseAnim::sFXData FXWaterSplashData=
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CFXBaseAnim::sFXAnim FXWaterSplashData=
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{
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{
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ONE,
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ONE,
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FRM__SPLASH001,FRM__SPLASH006,
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FRM__SPLASH001,FRM__SPLASH006,
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1,
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1,
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127,127,255
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127,127,255,
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0,
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{0,0},
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0,
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};
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};
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CFXBaseAnim::sFXData FXAcidSplashData=
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CFXBaseAnim::sFXAnim FXAcidSplashData=
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{
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{
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ONE,
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ONE,
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FRM__SPLASH001,FRM__SPLASH006,
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FRM__SPLASH001,FRM__SPLASH006,
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1,
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1,
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0,255,0
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0,255,0,
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0,
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{0,0},
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0
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};
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};
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CFXBaseAnim::sFXData FXLavaSplashData=
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CFXBaseAnim::sFXAnim FXLavaSplashData=
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{
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{
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ONE,
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ONE,
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FRM__SPLASH001,FRM__SPLASH006,
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FRM__SPLASH001,FRM__SPLASH006,
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1,
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1,
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255,0,0
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255,0,0,
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0,
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{0,0},
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0
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};
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};
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CFXBaseAnim::sFXData FXOilSplashData=
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CFXBaseAnim::sFXAnim FXOilSplashData=
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{
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{
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ONE,
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ONE,
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FRM__SPLASH001,FRM__SPLASH006,
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FRM__SPLASH001,FRM__SPLASH006,
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1,
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1,
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0,0,0
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0,0,0,
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0,
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{0,0},
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CFX::FX_TYPE_EXPLODE,
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};
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};
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CFXBaseAnim::sFXData FXExplodeData=
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CFXBaseAnim::sFXAnim FXExplodeData=
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{
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{
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ONE,
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ONE,
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FRM__EXPLOSION0001,FRM__EXPLOSION0006,
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FRM__EXPLOSION0001,FRM__EXPLOSION0006,
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1,
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1,
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127,127,127
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127,127,127,
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0,
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{0,0},
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0
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};
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CFXBaseAnim::sFXAnim FXFireData=
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{
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ONE,
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FRM__FIRE01,FRM__FIRE06,
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1,
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127,127,127,
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CFXBaseAnim::FXANIM_FLAG_LOOP,
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{0,0},
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0
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};
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CFXBaseAnim::sFXAnim FXWaterDripData=
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{
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ONE,
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FRM__DRIP,FRM__DRIP,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL | CFXBaseAnim::FXANIM_FLAG_HAS_GRAVITY,
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{0,1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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CFXBaseAnim::sFXAnim FXAcidDripData=
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{
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ONE,
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FRM__DRIP,FRM__DRIP,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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CFXBaseAnim::sFXAnim FXLavaDripData=
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{
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ONE,
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FRM__DRIP,FRM__DRIP,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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CFXBaseAnim::sFXAnim FXOilDripData=
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{
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ONE,
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FRM__DRIP,FRM__DRIP,
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1,
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_COLLIDE_KILL,
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{0,1},
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CFX::FX_TYPE_SPLASH_WATER
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};
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};
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/*****************************************************************************/
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/*****************************************************************************/
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@ -86,7 +154,7 @@ void TestFX(DVECTOR Pos)
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}
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}
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*/
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*/
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/*****************************************************************************/
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/*****************************************************************************/
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int FXType=(CFX::FX_TYPE)0;
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int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_DROP_WATER;
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void TestFX(DVECTOR Pos)
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void TestFX(DVECTOR Pos)
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{
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{
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CFX::Create((CFX::FX_TYPE)FXType,Pos);
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CFX::Create((CFX::FX_TYPE)FXType,Pos);
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@ -128,6 +196,27 @@ CFX *NewFX;
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NewFX=new ("FXExplode") CFXBaseAnim();
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NewFX=new ("FXExplode") CFXBaseAnim();
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NewFX->setData(&FXExplodeData);
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NewFX->setData(&FXExplodeData);
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break;
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break;
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case FX_TYPE_FLAMES:
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NewFX=new ("FXFlames") CFXBaseAnim();
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NewFX->setData(&FXFireData);
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break;
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case FX_TYPE_DROP_WATER:
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NewFX=new ("FXWaterDrip") CFXBaseAnim();
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NewFX->setData(&FXWaterDripData);
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break;
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case FX_TYPE_DROP_ACID:
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NewFX=new ("FXAcidDrip") CFXBaseAnim();
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NewFX->setData(&FXAcidDripData);
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break;
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case FX_TYPE_DROP_LAVA:
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NewFX=new ("FXLavaDrip") CFXBaseAnim();
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NewFX->setData(&FXLavaDripData);
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break;
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case FX_TYPE_DROP_OIL:
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NewFX=new ("FXOilDrip") CFXBaseAnim();
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NewFX->setData(&FXOilDripData);
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break;
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case FX_TYPE_NRG_BAR:
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case FX_TYPE_NRG_BAR:
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NewFX=new ("NRG Bar") CFXNRGBar();
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NewFX=new ("NRG Bar") CFXNRGBar();
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@ -149,10 +238,6 @@ CFX *NewFX;
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case FX_TYPE_SHOCKWAVE:
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case FX_TYPE_SHOCKWAVE:
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case FX_TYPE_DAZE:
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case FX_TYPE_DAZE:
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case FX_TYPE_DROP_WATER:
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case FX_TYPE_DROP_ACID:
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case FX_TYPE_DROP_LAVA:
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case FX_TYPE_DROP_OIL:
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case FX_TYPE_CASCADE:
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case FX_TYPE_CASCADE:
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case FX_TYPE_CASCADE_SPLASH:
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case FX_TYPE_CASCADE_SPLASH:
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case FX_TYPE_FIREBALL:
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case FX_TYPE_FIREBALL:
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@ -160,7 +245,6 @@ CFX *NewFX;
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case FX_TYPE_SMOKE:
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case FX_TYPE_SMOKE:
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case FX_TYPE_GAS:
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case FX_TYPE_GAS:
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case FX_TYPE_FLAMES:
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default:
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default:
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ASSERT(!"UNKNOWN FX TYPE");
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ASSERT(!"UNKNOWN FX TYPE");
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@ -7,26 +7,13 @@
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#include "thing/thing.h"
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#include "thing/thing.h"
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/*****************************************************************************/
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/*
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struct sFXData
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{
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s16 StartLife;
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s16 StartScale;
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s16 StartFrame,EndFrame;
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DVECTOR Velocity;
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u8 R,G,B;
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u16 Trans;
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};
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*/
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/*****************************************************************************/
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/*****************************************************************************/
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class CFX : public CFXThing
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class CFX : public CFXThing
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{
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{
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public:
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public:
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enum FX_TYPE
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enum FX_TYPE
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{
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{
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FX_TYPE_JELLYFISH_LEGS,
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FX_TYPE_JELLYFISH_LEGS, // zero also used to chain fx, so first must be unique type (I know what I mean)
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FX_TYPE_FALLINGTILE,
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FX_TYPE_FALLINGTILE,
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FX_TYPE_EXPLODE,
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FX_TYPE_EXPLODE,
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@ -10,15 +10,27 @@
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#include <sprites.h>
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#include <sprites.h>
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#include "level\level.h"
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#include "level\level.h"
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#include "game\game.h"
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#include "game\game.h"
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#include "level\layercollision.h"
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#include "FX\FXBaseAnim.h"
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#include "FX\FXBaseAnim.h"
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/*****************************************************************************/
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/*****************************************************************************/
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void CFXBaseAnim::init(DVECTOR const &_Pos)
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void CFXBaseAnim::init(DVECTOR const &_Pos)
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{
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{
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CFX::init(_Pos);
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CFX::init(_Pos);
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CurrentFrame=0;
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CurrentFrame=0;
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CurrentScale=DataPtr->Scale;
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CurrentScale=DataPtr->Scale;
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Life=((DataPtr->EndFrame-DataPtr->StartFrame)<<DataPtr->FrameShift)-1;
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MaxFrame=((DataPtr->EndFrame-DataPtr->StartFrame)<<DataPtr->FrameShift)-1;
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if (DataPtr->Flags & FXANIM_FLAG_LOOP)
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{ // Looping Anim, so let it live forever!
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Life=-1;
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}
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else
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{
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Life=MaxFrame;
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}
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Gravity=0;
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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@ -34,9 +46,44 @@ void CFXBaseAnim::think(int _frames)
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{
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{
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CFX::think(_frames);
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CFX::think(_frames);
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CurrentFrame+=_frames;
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CurrentFrame+=_frames;
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Pos.vy-=4;
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if (CurrentFrame>=MaxFrame)
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{
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CurrentFrame=0;
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}
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Pos.vx+=DataPtr->Velocity.vx;
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Pos.vy+=DataPtr->Velocity.vy+Gravity;
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if (DataPtr->Flags & FXANIM_FLAG_HAS_GRAVITY)
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{
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Gravity++;
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}
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}
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if (DataPtr->Flags & FXANIM_FLAG_COLLIDE_KILL)
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{
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CLayerCollision *ColLayer=CGameScene::getCollision();
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int DistY = ColLayer->getHeightFromGround( Pos.vx, Pos.vy, 16 );
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if (DistY<=0)
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{
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Pos.vy-=DistY;
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killFX();
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}
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}
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}
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/*****************************************************************************/
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void CFXBaseAnim::killFX()
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{
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setToShutdown();
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// If has follow on effect, create it now
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if (DataPtr->EndFX)
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{
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CFX::Create((CFX::FX_TYPE)DataPtr->EndFX,getPos());
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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/*** Render ******************************************************************/
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/*** Render ******************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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@ -51,7 +98,7 @@ SpriteBank *SprBank=CGameScene::getSpriteBank();
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int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
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int ThisFrame=CurrentFrame>>DataPtr->FrameShift;
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POLY_FT4 *Ft4=SprBank->printFT4Scaled(DataPtr->StartFrame+ThisFrame,RenderPos.vx,RenderPos.vy,0,0,OtPos,CurrentScale>>4);
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POLY_FT4 *Ft4=SprBank->printFT4Scaled(DataPtr->StartFrame+ThisFrame,RenderPos.vx,RenderPos.vy,0,0,OtPos*0,CurrentScale>>4);
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Ft4->u1--; Ft4->u3--;
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Ft4->u1--; Ft4->u3--;
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Ft4->v2--; Ft4->v3--;
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Ft4->v2--; Ft4->v3--;
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setShadeTex(Ft4,0);
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setShadeTex(Ft4,0);
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@ -11,25 +11,38 @@
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class CFXBaseAnim : public CFX
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class CFXBaseAnim : public CFX
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{
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{
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public:
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public:
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struct sFXData
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struct sFXAnim
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{
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{
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s16 Scale;
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s16 Scale;
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s16 StartFrame,EndFrame;
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s16 StartFrame,EndFrame;
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s16 FrameShift;
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s16 FrameShift;
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u8 R,G,B;
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u8 R,G,B;
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u8 Flags;
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DVECTOR Velocity;
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u16 EndFX;
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};
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enum FXAnim_Flags
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{
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FXANIM_FLAG_LOOP =1<<0,
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FXANIM_FLAG_COLLIDE_KILL =1<<1,
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FXANIM_FLAG_HAS_GRAVITY =1<<2,
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};
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};
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virtual void init(DVECTOR const &Pos);
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virtual void init(DVECTOR const &Pos);
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virtual void shutdown();
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virtual void shutdown();
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virtual void think(int _frames);
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virtual void think(int _frames);
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virtual void render();
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virtual void render();
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void setData(void *Data) {DataPtr=(sFXData*)Data;}
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virtual void killFX();
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void setData(void *Data) {DataPtr=(sFXAnim*)Data;}
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virtual void SetScale(int S) {CurrentScale=S;}
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virtual void SetScale(int S) {CurrentScale=S;}
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protected:
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protected:
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sFXData *DataPtr;
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sFXAnim *DataPtr;
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s16 Gravity;
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s16 MaxFrame;
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s16 CurrentFrame;
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s16 CurrentFrame;
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s16 CurrentScale;
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s16 CurrentScale;
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};
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};
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@ -16,13 +16,14 @@ enum PSX_COLLSION_ENUM
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COLLISION_TYPE_SLIPPERY =2,
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COLLISION_TYPE_SLIPPERY =2,
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COLLISION_TYPE_ELECTRIC =3,
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COLLISION_TYPE_ELECTRIC =3,
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COLLISION_TYPE_DESTRUCTABLE_WALL =4,
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COLLISION_TYPE_DESTRUCTABLE_WALL =4,
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COLLISION_TYPE_DEATH_LIQUID =5,
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COLLISION_TYPE_SOAKUP =5,
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COLLISION_TYPE_SOLID =6,
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COLLISION_TYPE_SOLID =6,
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COLLISION_TYPE_DEATH_FALL =7,
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COLLISION_TYPE_DEATH_FALL =7,
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COLLISION_TYPE_DESTRUCTABLE_FLOOR =8,
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COLLISION_TYPE_DESTRUCTABLE_FLOOR =8,
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COLLISION_TYPE_DEATH_INSTANT =9,
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COLLISION_TYPE_DEATH_INSTANT =9,
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COLLISION_TYPE_MOVE_LEFT =10,
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COLLISION_TYPE_MOVE_LEFT =10,
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||||||
COLLISION_TYPE_MOVE_RIGHT =11,
|
COLLISION_TYPE_MOVE_RIGHT =11,
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||||||
|
COLLISION_TYPE_DEATH_LIQUID =12,
|
||||||
|
|
||||||
COLLISION_TYPE_FLAG_SHIFT =3,
|
COLLISION_TYPE_FLAG_SHIFT =3,
|
||||||
COLLISION_TYPE_FLAG_NORMAL =COLLISION_TYPE_NORMAL << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_NORMAL =COLLISION_TYPE_NORMAL << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
|
@ -30,13 +31,14 @@ enum PSX_COLLSION_ENUM
|
||||||
COLLISION_TYPE_FLAG_SLIPPERY =COLLISION_TYPE_SLIPPERY << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_SLIPPERY =COLLISION_TYPE_SLIPPERY << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
COLLISION_TYPE_FLAG_ELECTRIC =COLLISION_TYPE_ELECTRIC << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_ELECTRIC =COLLISION_TYPE_ELECTRIC << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
COLLISION_TYPE_FLAG_DESTRUCTABLE_WALL =COLLISION_TYPE_DESTRUCTABLE_WALL << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_DESTRUCTABLE_WALL =COLLISION_TYPE_DESTRUCTABLE_WALL << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
COLLISION_TYPE_FLAG_DEATH_LIQUID =COLLISION_TYPE_DEATH_LIQUID << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_SOAKUP =COLLISION_TYPE_SOAKUP << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
COLLISION_TYPE_FLAG_SOLID =COLLISION_TYPE_SOLID << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_SOLID =COLLISION_TYPE_SOLID << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
COLLISION_TYPE_FLAG_DEATH_FALL =COLLISION_TYPE_DEATH_FALL << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_DEATH_FALL =COLLISION_TYPE_DEATH_FALL << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
COLLISION_TYPE_FLAG_DESTRUCTABLE_FLOOR =COLLISION_TYPE_DESTRUCTABLE_FLOOR << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_DESTRUCTABLE_FLOOR =COLLISION_TYPE_DESTRUCTABLE_FLOOR << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
COLLISION_TYPE_FLAG_DEATH_INSTANT =COLLISION_TYPE_DEATH_INSTANT << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_DEATH_INSTANT =COLLISION_TYPE_DEATH_INSTANT << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
COLLISION_TYPE_FLAG_MOVE_LEFT =COLLISION_TYPE_MOVE_LEFT << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_MOVE_LEFT =COLLISION_TYPE_MOVE_LEFT << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
COLLISION_TYPE_FLAG_MOVE_RIGHT =COLLISION_TYPE_MOVE_RIGHT << COLLISION_TYPE_FLAG_SHIFT,
|
COLLISION_TYPE_FLAG_MOVE_RIGHT =COLLISION_TYPE_MOVE_RIGHT << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
|
COLLISION_TYPE_FLAG_DEATH_LIQUID =COLLISION_TYPE_DEATH_LIQUID << COLLISION_TYPE_FLAG_SHIFT,
|
||||||
|
|
||||||
|
|
||||||
COLLISION_TYPE_MASK = ((0xff<<COLLISION_TYPE_FLAG_SHIFT)&0xff),
|
COLLISION_TYPE_MASK = ((0xff<<COLLISION_TYPE_FLAG_SHIFT)&0xff),
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue