mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
New attack busy system
Added missing #includes Added LUA scripting and console Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain Fixed signedness of many grid variables used in GetMouseMapPos calls Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure Added checks so enemies don't try to chuck RPG grenades with their hands Now possible to shoot a someone in the head if he's in water Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock Change to greatly speed up closing the sector inventory window in an unloaded sector Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus. LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+193
-190
@@ -1,3 +1,5 @@
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#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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@@ -45,6 +47,7 @@
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#include "world items.h"
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#include "GameSettings.h"
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#include "interface control.h"
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#include "Sound Control.h"
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#endif
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///////////////////////////
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@@ -494,7 +497,7 @@ UINT32 gRenderFlags=0;
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* any questions? joker
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*/
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SGPRect gClippingRect;// = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT - INTERFACE_HEIGHT};
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SGPRect gOldClipRect;
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SGPRect gOldClipRect = { 0, 0, 1024, 768 }; // 0verhaul: This MUST mirror the gDirtyClipRect init, otherwise funkiness with video overlays will happen
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INT16 gsRenderCenterX;
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INT16 gsRenderCenterY;
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INT16 gsRenderWorldOffsetX = 0; //lal was -1 : bugfix for merc screen position in tactical on high resolution
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@@ -762,7 +765,7 @@ void RenderSetShadows(BOOLEAN fShadows)
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else
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{
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gRenderFlags&=(~RENDER_FLAG_SHADOWS);
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}
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}
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}
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@@ -4056,222 +4059,222 @@ BOOLEAN ApplyScrolling( INT16 sTempRenderCenterX, INT16 sTempRenderCenterY, BOOL
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//if ((fAllowScrollingHorizontal || fAllowScrollingVertical) && gfDialogControl)
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//{
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// Get angles
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// TOP LEFT CORNER FIRST
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dOpp = sTopLeftWorldY - gsTLY;
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dAdj = sTopLeftWorldX - gsTLX;
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// Get angles
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// TOP LEFT CORNER FIRST
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dOpp = sTopLeftWorldY - gsTLY;
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dAdj = sTopLeftWorldX - gsTLX;
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dAngle = (double)atan2( dAdj, dOpp );
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at1 = dAngle * 180 / PI;
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dAngle = (double)atan2( dAdj, dOpp );
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at1 = dAngle * 180 / PI;
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if ( dAngle < 0 )
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if ( dAngle < 0 )
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{
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fOutLeft = TRUE;
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}
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else if ( dAngle > PI/2 )
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{
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fOutTop = TRUE;
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}
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// TOP RIGHT CORNER
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dOpp = sTopRightWorldY - gsTRY;
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dAdj = gsTRX - sTopRightWorldX;
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dAngle = (double)atan2( dAdj, dOpp );
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at2 = dAngle * 180 / PI;
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if ( dAngle < 0 )
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{
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fOutRight = TRUE;
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}
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else if ( dAngle > PI/2 )
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{
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fOutTop = TRUE;
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}
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// BOTTOM LEFT CORNER
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dOpp = gsBLY - sBottomLeftWorldY;
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dAdj = sBottomLeftWorldX - gsBLX;
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dAngle = (double)atan2( dAdj, dOpp );
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at3 = dAngle * 180 / PI;
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if ( dAngle < 0 )
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{
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fOutLeft = TRUE;
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}
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else if ( dAngle > PI/2 )
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{
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fOutBottom = TRUE;
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}
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// BOTTOM RIGHT CORNER
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dOpp = gsBRY - sBottomRightWorldY;
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dAdj = gsBRX - sBottomRightWorldX;
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dAngle = (double)atan2( dAdj, dOpp );
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at4 = dAngle * 180 / PI;
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if ( dAngle < 0 )
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{
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fOutRight = TRUE;
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}
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else if ( dAngle > PI/2 )
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{
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fOutBottom = TRUE;
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}
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sprintf( gDebugStr, "Angles: %d %d %d %d", (int)at1, (int)at2, (int)at3, (int)at4 );
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if ( !fOutRight && !fOutLeft && !fOutTop && !fOutBottom )
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{
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fScrollGood = TRUE;
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}
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// If in editor, anything goes
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if ( gfEditMode && _KeyDown( SHIFT ) )
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{
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fScrollGood = TRUE;
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}
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// Reset some UI flags
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gfUIShowExitEast = FALSE;
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gfUIShowExitWest = FALSE;
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gfUIShowExitNorth = FALSE;
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gfUIShowExitSouth = FALSE;
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if ( !fScrollGood )
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{
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// Force adjustment, if true
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if ( fForceAdjust )
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{
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fOutLeft = TRUE;
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}
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else if ( dAngle > PI/2 )
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{
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fOutTop = TRUE;
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}
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// TOP RIGHT CORNER
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dOpp = sTopRightWorldY - gsTRY;
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dAdj = gsTRX - sTopRightWorldX;
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dAngle = (double)atan2( dAdj, dOpp );
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at2 = dAngle * 180 / PI;
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if ( dAngle < 0 )
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{
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fOutRight = TRUE;
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}
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else if ( dAngle > PI/2 )
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{
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fOutTop = TRUE;
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}
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// BOTTOM LEFT CORNER
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dOpp = gsBLY - sBottomLeftWorldY;
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dAdj = sBottomLeftWorldX - gsBLX;
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dAngle = (double)atan2( dAdj, dOpp );
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at3 = dAngle * 180 / PI;
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if ( dAngle < 0 )
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{
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fOutLeft = TRUE;
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}
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else if ( dAngle > PI/2 )
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{
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fOutBottom = TRUE;
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}
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// BOTTOM RIGHT CORNER
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dOpp = gsBRY - sBottomRightWorldY;
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dAdj = gsBRX - sBottomRightWorldX;
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dAngle = (double)atan2( dAdj, dOpp );
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at4 = dAngle * 180 / PI;
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if ( dAngle < 0 )
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{
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fOutRight = TRUE;
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}
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else if ( dAngle > PI/2 )
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{
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fOutBottom = TRUE;
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}
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sprintf( gDebugStr, "Angles: %d %d %d %d", (int)at1, (int)at2, (int)at3, (int)at4 );
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if ( !fOutRight && !fOutLeft && !fOutTop && !fOutBottom )
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{
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fScrollGood = TRUE;
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}
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// If in editor, anything goes
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if ( gfEditMode && _KeyDown( SHIFT ) )
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{
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fScrollGood = TRUE;
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}
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// Reset some UI flags
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gfUIShowExitEast = FALSE;
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gfUIShowExitWest = FALSE;
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gfUIShowExitNorth = FALSE;
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gfUIShowExitSouth = FALSE;
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if ( !fScrollGood )
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{
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// Force adjustment, if true
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if ( fForceAdjust )
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if ( fOutTop )
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{
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if ( fOutTop )
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{
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// WANNE: Test
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// Adjust screen coordinates on the Y!
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CorrectRenderCenter( sScreenCenterX, (INT16)(gsTLY + sY_S ), &sNewScreenX, &sNewScreenY );
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FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
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// Adjust screen coordinates on the Y!
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CorrectRenderCenter( sScreenCenterX, (INT16)(gsTLY + sY_S ), &sNewScreenX, &sNewScreenY );
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FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
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sTempRenderCenterX = sTempPosX_W;
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sTempRenderCenterY = sTempPosY_W;
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fScrollGood = TRUE;
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}
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if ( fOutBottom )
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{
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// OK, Ajust this since we get rounding errors in our two different calculations.
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CorrectRenderCenter( sScreenCenterX, (INT16)(gsBLY - sY_S - 50 ), &sNewScreenX, &sNewScreenY );
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FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
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sTempRenderCenterX = sTempPosX_W;
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sTempRenderCenterY = sTempPosY_W;
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fScrollGood = TRUE;
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}
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if ( fOutLeft )
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{
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CorrectRenderCenter( (INT16)( gsTLX + sX_S ) , sScreenCenterY , &sNewScreenX, &sNewScreenY );
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FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
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sTempRenderCenterX = sTempPosX_W;
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sTempRenderCenterY = sTempPosY_W;
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fScrollGood = TRUE;
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}
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if ( fOutRight )
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{
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CorrectRenderCenter( (INT16)( gsTRX - sX_S ) , sScreenCenterY , &sNewScreenX, &sNewScreenY );
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FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
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sTempRenderCenterX = sTempPosX_W;
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sTempRenderCenterY = sTempPosY_W;
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fScrollGood = TRUE;
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}
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sTempRenderCenterX = sTempPosX_W;
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sTempRenderCenterY = sTempPosY_W;
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fScrollGood = TRUE;
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}
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else
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if ( fOutBottom )
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{
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if ( fOutRight )
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{
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// Check where our cursor is!
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if ( gusMouseXPos >= SCREEN_WIDTH - 1 )
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{
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gfUIShowExitEast = TRUE;
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}
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}
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if ( fOutLeft )
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{
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// Check where our cursor is!
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if ( gusMouseXPos == 0 )
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{
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gfUIShowExitWest = TRUE;
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}
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}
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if ( fOutTop )
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{
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// Check where our cursor is!
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if ( gusMouseYPos == 0 )
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{
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gfUIShowExitNorth = TRUE;
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}
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}
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if ( fOutBottom )
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{
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// Check where our cursor is!
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if ( gusMouseYPos >= SCREEN_HEIGHT - 1 )
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{
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gfUIShowExitSouth = TRUE;
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}
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}
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// OK, Ajust this since we get rounding errors in our two different calculations.
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CorrectRenderCenter( sScreenCenterX, (INT16)(gsBLY - sY_S - 50 ), &sNewScreenX, &sNewScreenY );
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FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
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sTempRenderCenterX = sTempPosX_W;
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sTempRenderCenterY = sTempPosY_W;
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fScrollGood = TRUE;
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}
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if ( fOutLeft )
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{
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CorrectRenderCenter( (INT16)( gsTLX + sX_S ) , sScreenCenterY , &sNewScreenX, &sNewScreenY );
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FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
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sTempRenderCenterX = sTempPosX_W;
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sTempRenderCenterY = sTempPosY_W;
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fScrollGood = TRUE;
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}
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if ( fOutRight )
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{
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CorrectRenderCenter( (INT16)( gsTRX - sX_S ) , sScreenCenterY , &sNewScreenX, &sNewScreenY );
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FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
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sTempRenderCenterX = sTempPosX_W;
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sTempRenderCenterY = sTempPosY_W;
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fScrollGood = TRUE;
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}
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}
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if ( fScrollGood )
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else
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{
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if ( !fCheckOnly )
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if ( fOutRight )
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{
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sprintf( gDebugStr, "Center: %d %d ", (int)gsRenderCenterX, (int)gsRenderCenterY );
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// Check where our cursor is!
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if ( gusMouseXPos >= SCREEN_WIDTH - 1 )
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{
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gfUIShowExitEast = TRUE;
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}
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}
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//Makesure it's a multiple of 5
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sMult = sTempRenderCenterX / CELL_X_SIZE;
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if ( fOutLeft )
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{
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// Check where our cursor is!
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if ( gusMouseXPos == 0 )
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{
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gfUIShowExitWest = TRUE;
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}
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}
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gsRenderCenterX = ( sMult * CELL_X_SIZE ) + ( CELL_X_SIZE / 2 );
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if ( fOutTop )
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{
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// Check where our cursor is!
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if ( gusMouseYPos == 0 )
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{
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gfUIShowExitNorth = TRUE;
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}
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}
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//Makesure it's a multiple of 5
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if ( fOutBottom )
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{
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// Check where our cursor is!
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if ( gusMouseYPos >= SCREEN_HEIGHT - 1 )
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{
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gfUIShowExitSouth = TRUE;
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}
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}
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}
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}
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if ( fScrollGood )
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{
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if ( !fCheckOnly )
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{
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sprintf( gDebugStr, "Center: %d %d ", (int)gsRenderCenterX, (int)gsRenderCenterY );
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//Makesure it's a multiple of 5
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sMult = sTempRenderCenterX / CELL_X_SIZE;
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gsRenderCenterX = ( sMult * CELL_X_SIZE ) + ( CELL_X_SIZE / 2 );
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//Makesure it's a multiple of 5
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sMult = sTempRenderCenterY / CELL_Y_SIZE;
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gsRenderCenterY = ( sMult * CELL_Y_SIZE ) + ( CELL_Y_SIZE / 2 );
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gsRenderCenterY = ( sMult * CELL_Y_SIZE ) + ( CELL_Y_SIZE / 2 );
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//gsRenderCenterX = sTempRenderCenterX;
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//gsRenderCenterY = sTempRenderCenterY;
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//gsRenderCenterX = sTempRenderCenterX;
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//gsRenderCenterY = sTempRenderCenterY;
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gsTopLeftWorldX = sTopLeftWorldX - gsTLX;
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gsTopLeftWorldX = sTopLeftWorldX - gsTLX;
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gsTopRightWorldX = sTopRightWorldX - gsTLX;
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gsBottomLeftWorldX = sBottomLeftWorldX - gsTLX;
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gsBottomRightWorldX = sBottomRightWorldX - gsTLX;
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gsTopLeftWorldY = sTopLeftWorldY - gsTLY;
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gsTopRightWorldY = sTopRightWorldY - gsTLY;
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gsBottomLeftWorldY = sBottomLeftWorldY - gsTLY;
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gsBottomRightWorldY = sBottomRightWorldY - gsTLY;
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gsTopLeftWorldY = sTopLeftWorldY - gsTLY;
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gsTopRightWorldY = sTopRightWorldY - gsTLY;
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gsBottomLeftWorldY = sBottomLeftWorldY - gsTLY;
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gsBottomRightWorldY = sBottomRightWorldY - gsTLY;
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SetPositionSndsVolumeAndPanning( );
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}
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return( TRUE );
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SetPositionSndsVolumeAndPanning( );
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}
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return( FALSE );
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return( TRUE );
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}
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return( FALSE );
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//}
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//return ( FALSE );
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@@ -7543,4 +7546,4 @@ void RenderGridNoVisibleDebug( )
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RenderGridNoVisibleDebugInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS );
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}
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#endif
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#endif
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Reference in New Issue
Block a user