This commit is contained in:
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cbd3a6bf90
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dc0966e06f
5 changed files with 126 additions and 80 deletions
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@ -19,6 +19,7 @@
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#include "FX\FXAttachAnim.h"
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#include "FX\FXLaser.h"
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#include "FX\FXThwack.h"
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#include "FX\FXBubble.h"
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#include "FX\FXfallingTile.h"
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@ -39,7 +40,7 @@ CFXBaseAnim::sFXAnim FXWaterSplashData=
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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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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXAcidSplashData=
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@ -50,7 +51,7 @@ CFXBaseAnim::sFXAnim FXAcidSplashData=
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127,255,127,
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0,
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{0,0},
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0
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXLavaSplashData=
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{
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@ -60,7 +61,7 @@ CFXBaseAnim::sFXAnim FXLavaSplashData=
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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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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXOilSplashData=
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{
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@ -81,7 +82,7 @@ CFXBaseAnim::sFXAnim FXExplodeData=
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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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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXFireData=
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@ -92,7 +93,7 @@ CFXBaseAnim::sFXAnim FXFireData=
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127,127,127,
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CFXBaseAnim::FXANIM_FLAG_LOOP | CFXBaseAnim::FXANIM_FLAG_TRANS,
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{0,0},
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0
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXWaterDripData=
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@ -145,7 +146,7 @@ CFXBaseAnim::sFXAnim FXBubbleWaterData=
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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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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXBubbleAcidData=
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@ -156,7 +157,7 @@ CFXBaseAnim::sFXAnim FXBubbleAcidData=
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0,255,0,
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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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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXBubbleLavaData=
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{
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@ -166,7 +167,7 @@ CFXBaseAnim::sFXAnim FXBubbleLavaData=
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255,0,0,
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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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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXBubbleOilData=
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{
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@ -176,7 +177,7 @@ CFXBaseAnim::sFXAnim FXBubbleOilData=
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32,32,32,
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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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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXWaterFountainData=
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@ -187,7 +188,7 @@ CFXBaseAnim::sFXAnim FXWaterFountainData=
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127,127,255,
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CFXBaseAnim::FXANIM_FLAG_LOOP,
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{0,0},
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0,
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXAcidFountainData=
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{
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@ -197,7 +198,7 @@ CFXBaseAnim::sFXAnim FXAcidFountainData=
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0,255,0,
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CFXBaseAnim::FXANIM_FLAG_LOOP,
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{0,0},
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0,
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXLavaFountainData=
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{
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@ -207,7 +208,7 @@ CFXBaseAnim::sFXAnim FXLavaFountainData=
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255,0,0,
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CFXBaseAnim::FXANIM_FLAG_LOOP,
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{0,0},
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0,
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CFX::FX_TYPE_NONE
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};
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CFXBaseAnim::sFXAnim FXOilFountainData=
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{
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@ -217,22 +218,20 @@ CFXBaseAnim::sFXAnim FXOilFountainData=
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32,32,32,
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CFXBaseAnim::FXANIM_FLAG_LOOP,
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{0,0},
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0,
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CFX::FX_TYPE_NONE
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};
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/*****************************************************************************/
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/*
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CFXSteam *TestFXPtr=0;
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void TestFX(DVECTOR Pos)
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CFXLaser *TestFXPtr=0;
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void TestFX(DVECTOR Pos,CThing *Parent)
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{
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if (!TestFXPtr)
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{
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Pos.vx=256;
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Pos.vy=128;
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TestFXPtr=(CFXSteam*)CFX::Create(CFX::FX_TYPE_STEAM,Pos);
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TestFXPtr->setLife(32);
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TestFXPtr->setRelativeToMap(false);
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TestFXPtr=0;
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TestFXPtr=(CFXLaser*)CFX::Create(CFX::FX_TYPE_LASER,Parent);
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// TestFXPtr->setLife(32);
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// TestFXPtr->setRelativeToMap(false);
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// TestFXPtr=0;
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}
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else
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{
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@ -240,18 +239,27 @@ void TestFX(DVECTOR Pos)
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TestFXPtr=0;
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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)CFX::FX_TYPE_THWACK;
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/*
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int FXType=(CFX::FX_TYPE)CFX::FX_TYPE_LASER;
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#include "game\game.h"
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int OX=32;
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int OY=32;
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void TestFX(DVECTOR Pos,CThing *Parent)
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{
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//CFXAttachAnim *FX=(CFXAttachAnim*)CFX::Create((CFX::FX_TYPE)FXType,Pos);
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CFXLaser *FX=(CFXLaser*)CFX::Create((CFX::FX_TYPE)FXType,Pos);
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// FX->setOrigin(Pos);
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Pos.vx+=OX;
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Pos.vy+=OY;
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FX->setTarget(Pos);
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// Parent->addChild(FX);
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// TestFXPtr->setLife(32);
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CGameScene::dropHealth(Pos,0,0);
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// CGameScene::dropHealth(Pos,0,0);
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}
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*/
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/*****************************************************************************/
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CFX *CFX::Create(const FX_TYPE Type)
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{
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@ -261,6 +269,9 @@ CFX *NewFX;
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if (!NewFX)
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switch(Type)
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{
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case FX_TYPE_NONE:
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ASSERT(!"FX NONE CANT BE CREATED!");
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break;
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case FX_TYPE_FALLINGTILE:
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NewFX=new ("FXFalling Tile") CFXFallingTile();
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break;
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@ -355,18 +366,12 @@ CFX *NewFX;
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NewFX=new ("JellyFish Legs") CFXJellyFishLegs();
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break;
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case FX_TYPE_LASER:
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NewFX=new ("FX Laser") CFXLaser();
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break;
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case FX_TYPE_LIGHTNING_BOLT:
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case FX_TYPE_LIGHTNING_SHEET:
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case FX_TYPE_LIGHTNING_BLAST:
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case FX_TYPE_LIGHTNING_RADIAL:
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case FX_TYPE_LIGHTNING_PROJECTILE:
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case FX_TYPE_SHOCKWAVE:
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case FX_TYPE_DAZE:
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case FX_TYPE_CASCADE:
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case FX_TYPE_CASCADE_SPLASH:
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case FX_TYPE_FIREBALL:
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case FX_TYPE_SMOKE:
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case FX_TYPE_GAS:
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@ -13,10 +13,7 @@ class CFX : public CFXThing
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public:
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enum FX_TYPE
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{
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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_EXPLODE,
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FX_TYPE_NONE=0,
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FX_TYPE_SPLASH_WATER,
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FX_TYPE_SPLASH_ACID,
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FX_TYPE_THWACK,
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FX_TYPE_LIGHTNING_BOLT,
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FX_TYPE_LIGHTNING_SHEET,
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FX_TYPE_LIGHTNING_BLAST,
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FX_TYPE_LIGHTNING_RADIAL,
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FX_TYPE_LIGHTNING_PROJECTILE,
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FX_TYPE_SHOCKWAVE,
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FX_TYPE_DAZE,
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FX_TYPE_CASCADE,
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FX_TYPE_CASCADE_SPLASH,
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FX_TYPE_FIREBALL,
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FX_TYPE_STEAM,
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FX_TYPE_SMOKE,
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FX_TYPE_GAS,
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FX_TYPE_FLAMES,
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FX_TYPE_JELLYFISH_LEGS,
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FX_TYPE_FALLINGTILE,
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FX_TYPE_EXPLODE,
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FX_TYPE_NRG_BAR,
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FX_TYPE_LASER,
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FX_TYPE_MAX
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};
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enum
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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 || canThink())
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if (DataPtr->EndFX!=CFX::FX_TYPE_NONE && canThink())
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{
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CFX::Create((CFX::FX_TYPE)DataPtr->EndFX,getPos());
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}
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@ -1,6 +1,6 @@
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/*****************/
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/*** Thwack!!! ***/
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/*****************/
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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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@ -12,37 +12,78 @@
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#include "game\game.h"
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#include "gfx\otpos.h"
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#include "FX\FXThwack.h"
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#include "FX\FXLaser.h"
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const int ThwackLife=12;
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int LaserWidth=1;
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/*****************************************************************************/
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void CFXThwack::init(DVECTOR const &_Pos)
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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=ThwackLife;
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OtPos=OTPOS__ACTOR_POS-1;
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Angle=getRnd()&4095;
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Scale=2048+1024+(getRnd()&2047);
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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 CFXThwack::render()
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void CFXLaser::render()
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{
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DVECTOR RenderPos;
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DVECTOR renderPos0,renderPos1;
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sOT *ThisOT=OtPtr+OtPos;
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getFXRenderPos(RenderPos);
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getFXRenderPos(renderPos0);
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if (!canRender() || !IsVisible) return;
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SpriteBank *SprBank=CGameScene::getSpriteBank();
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POLY_FT4 *Ft4=SprBank->printRotatedScaledSprite(FRM__THWACK,RenderPos.vx,RenderPos.vy,Scale,Scale,Angle,OtPos);
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setSemiTrans(Ft4,1);
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Ft4->tpage|=1<<5;
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int Col=(256/ThwackLife)*Life;
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setRGB0(Ft4,Col,Col,Col);
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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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if (W<0) W=-W;
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if (H<0) H=-H;
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setCollisionCentreOffset(W>>1,H>>1);
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setCollisionSize(W,H);
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}
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@ -1,21 +1,28 @@
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/*****************/
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/*** Thwack!!! ***/
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/*****************/
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/*************/
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/*** Laser ***/
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/*************/
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#ifndef __FX_FX_THWACK_HEADER__
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#define __FX_FX_THWACK_HEADER__
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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 CFXThwack : public CFX
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class CFXLaser : public CFX
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{
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public:
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virtual void init(DVECTOR const &Pos);
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virtual void render();
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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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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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u16 Angle,Scale;
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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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