Data and Source v1.13 Mod High Resolution version from 2006-04-15

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 18:16:27 +00:00
parent 8b2d0e33aa
commit 8d448f9c64
83 changed files with 2125 additions and 3651 deletions
+25 -2
View File
@@ -81,6 +81,7 @@ UINT8 ubTransKeyFrame[ NUM_EXP_TYPES ] =
1,
1,
1,
1,
};
UINT8 ubDamageKeyFrame[ NUM_EXP_TYPES ] =
@@ -94,6 +95,7 @@ UINT8 ubDamageKeyFrame[ NUM_EXP_TYPES ] =
18,
18,
18,
18,
};
@@ -108,6 +110,7 @@ UINT32 uiExplosionSoundID[ NUM_EXP_TYPES ] =
AIR_ESCAPING_1,
AIR_ESCAPING_1,
AIR_ESCAPING_1,
325,//TODO: Madd: hard coded for now -- we need to externalize explosion sounds, animations, etc. at some point in the near future
};
@@ -122,6 +125,7 @@ CHAR8 zBlastFilenames[][70] =
"TILECACHE\\TEAR_EXP.STI",
"TILECACHE\\TEAR_EXP.STI",
"TILECACHE\\MUST_EXP.STI",
"TILECACHE\\FLAM_EXP.STI",
};
CHAR8 sBlastSpeeds[] =
@@ -135,6 +139,8 @@ CHAR8 sBlastSpeeds[] =
80,
80,
80,
80,
80,
};
#define BOMB_QUEUE_DELAY (1000 + Random( 500 ) )
@@ -1325,7 +1331,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
return( fRecompileMovementCosts );
}
if ( pExplosive->ubType == EXPLOSV_CREATUREGAS )
if ( pExplosive->ubType == EXPLOSV_CREATUREGAS || pExplosive->ubType == EXPLOSV_BURNABLEGAS)
{
if ( pSoldier->uiStatusFlags & SOLDIER_MONSTER )
{
@@ -1337,6 +1343,12 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
// already affected by creature gas this turn
return( fRecompileMovementCosts );
}
if ( sSubsequent && pSoldier->fHitByGasFlags & HIT_BY_BURNABLEGAS )
{
// already affected by BURNABLEGAS this turn
return( fRecompileMovementCosts );
}
}
else // no gas mask help from creature attacks
// ATE/CJC: gas stuff
@@ -1446,6 +1458,9 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
case EXPLOSV_MUSTGAS:
pSoldier->fHitByGasFlags |= HIT_BY_MUSTARDGAS;
break;
case EXPLOSV_BURNABLEGAS:
pSoldier->fHitByGasFlags |= HIT_BY_BURNABLEGAS;
break;
default:
break;
}
@@ -1502,6 +1517,13 @@ BOOLEAN ExpAffect( INT16 sBombGridNo, INT16 sGridNo, UINT32 uiDist, UINT16 usIte
fBlastEffect = FALSE;
break;
case EXPLOSV_BURNABLEGAS:
fSmokeEffect = TRUE;
bSmokeEffectType = BURNABLEGAS_SMOKE_EFFECT;
fBlastEffect = FALSE;
break;
case EXPLOSV_TEARGAS:
fSmokeEffect = TRUE;
@@ -2118,6 +2140,7 @@ void SpreadEffect( INT16 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
{
case EXPLOSV_MUSTGAS:
case EXPLOSV_BURNABLEGAS:
case EXPLOSV_TEARGAS:
case EXPLOSV_SMOKE:
case EXPLOSV_CREATUREGAS:
@@ -3529,4 +3552,4 @@ void RemoveAllActiveTimedBombs( void )
}
} while( iItemIndex != -1 );
}
}
+1 -1
View File
@@ -55,7 +55,7 @@ enum EXPLOSION_TYPES
TARGAS_EXP,
SMOKE_EXP,
MUSTARD_EXP,
BURN_EXP,
NUM_EXP_TYPES
} ;
+1 -1
View File
@@ -215,4 +215,4 @@ BOOLEAN SaveShadeTable( HVOBJECT pObj, UINT32 uiTileTypeIndex )
BOOLEAN DeleteShadeTableDir( )
{
return( RemoveFileManDirectory( SHADE_TABLE_DIR, TRUE ) );
}
}
+35
View File
@@ -109,6 +109,10 @@ INT8 FromWorldFlagsToSmokeType( UINT8 ubWorldFlags )
{
return( MUSTARDGAS_SMOKE_EFFECT );
}
else if ( ubWorldFlags & MAPELEMENT_EXT_BURNABLEGAS )
{
return( BURNABLEGAS_SMOKE_EFFECT );
}
else if ( ubWorldFlags & MAPELEMENT_EXT_CREATUREGAS )
{
return( CREATURE_SMOKE_EFFECT );
@@ -139,6 +143,11 @@ UINT8 FromSmokeTypeToWorldFlags( INT8 bType )
return( MAPELEMENT_EXT_MUSTARDGAS );
break;
case BURNABLEGAS_SMOKE_EFFECT:
return( MAPELEMENT_EXT_BURNABLEGAS );
break;
case CREATURE_SMOKE_EFFECT:
return( MAPELEMENT_EXT_CREATUREGAS );
@@ -188,6 +197,13 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner )
ubStartRadius = Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
break;
case EXPLOSV_BURNABLEGAS:
bSmokeEffectType = BURNABLEGAS_SMOKE_EFFECT;
ubDuration = Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
ubStartRadius = Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
break;
case EXPLOSV_TEARGAS:
bSmokeEffectType = TEARGAS_SMOKE_EFFECT;
ubDuration = Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
@@ -377,6 +393,25 @@ void AddSmokeEffectToTile( INT32 iSmokeEffectID, INT8 bType, INT16 sGridNo, INT8
}
break;
case BURNABLEGAS_SMOKE_EFFECT:
if ( !( gGameSettings.fOptions[ TOPTION_ANIMATE_SMOKE ] ) )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\FLAMCHZE.STI" );
}
else
{
if ( fDissipating )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\smalflam.STI" );
}
else
{
strcpy( AniParams.zCachedFile, "TILECACHE\\FLAMETH2.STI" );
}
}
break;
case CREATURE_SMOKE_EFFECT:
if ( !( gGameSettings.fOptions[ TOPTION_ANIMATE_SMOKE ] ) )
+2 -1
View File
@@ -9,7 +9,8 @@ enum
NORMAL_SMOKE_EFFECT,
TEARGAS_SMOKE_EFFECT,
MUSTARDGAS_SMOKE_EFFECT,
CREATURE_SMOKE_EFFECT,
CREATURE_SMOKE_EFFECT,
BURNABLEGAS_SMOKE_EFFECT,
};
#define SMOKE_EFFECT_INDOORS 0x01
+4 -2
View File
@@ -540,8 +540,10 @@ void UpdateAniTiles( )
ubExpType = Explosive[ Item[ (UINT16)pNode->uiUserData ].ubClassIndex ].ubType;
if ( ubExpType == EXPLOSV_TEARGAS || ubExpType == EXPLOSV_MUSTGAS ||
ubExpType == EXPLOSV_SMOKE )
// if ( ubExpType == EXPLOSV_TEARGAS || ubExpType == EXPLOSV_MUSTGAS ||
// ubExpType == EXPLOSV_SMOKE )
if ( ubExpType == EXPLOSV_TEARGAS || ubExpType == EXPLOSV_MUSTGAS ||
ubExpType == EXPLOSV_SMOKE || ubExpType == EXPLOSV_BURNABLEGAS )
{
// Do sound....
// PlayJA2Sample( AIR_ESCAPING_1, RATE_11025, SoundVolume( HIGHVOLUME, pNode->sGridNo ), 1, SoundDir( pNode->sGridNo ) );
+2 -2
View File
@@ -556,10 +556,10 @@ UINT16 gNumTilesPerType[ NUMBEROFTILETYPES ] =
GUN5000 - GUN1 + 1,
P1ITEM5000 - P1ITEM1 + 1,
P2ITEM45 - P2ITEM1 + 1,
P2ITEM5000 - P2ITEM1 + 1,
WINDOWSHATTER20 - WINDOWSHATTER1 + 1,
P3ITEM16 - P3ITEM1 + 1,
P3ITEM5000 - P3ITEM1 + 1,
BODYEXPLOSION15 - BODYEXPLOSION1 + 1,
EXITTEXTURE35 - EXITTEXTURE1 + 1,
+11
View File
@@ -2615,6 +2615,12 @@ enum TileDefines
P2ITEM43,
P2ITEM44,
P2ITEM45,
P2ITEM46,
P2ITEM47,
P2ITEM48,
P2ITEM49,
P2ITEM50,
P2ITEM5000 = P2ITEM50 + 4950,
WINDOWSHATTER1,
WINDOWSHATTER2,
@@ -2653,6 +2659,11 @@ enum TileDefines
P3ITEM14,
P3ITEM15,
P3ITEM16,
P3ITEM17,
P3ITEM18,
P3ITEM19,
P3ITEM20,
P3ITEM5000 = P3ITEM20 + 4980,
BODYEXPLOSION1,
BODYEXPLOSION2,
+39 -95
View File
@@ -3,8 +3,10 @@
ProjectType="Visual C++"
Version="7.10"
Name="TileEngine"
SccProjectName=""$/Jagged Alliance 2/Development/Programming/Jagged Alliance 2/Build", AVAAAAAA"
SccLocalPath="..\..\..\ja2\build">
SccProjectName=""
SccAuxPath=""
SccLocalPath=""
SccProvider="">
<Platforms>
<Platform
Name="Win32"/>
@@ -20,8 +22,8 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="\Standard Gaming Platform,\ja2\Build,\ja2\Build\Tactical,\ja2\Build\Utils,\ja2\build\TacticalAI,\ja2\build\Editor,\ja2\build\strategic,\ja2\build\Laptop"
PreprocessorDefinitions="_DEBUG;BOUNDS_CHECKER;JA2DEMO;CALLBACKTIMER;WIN32;_WINDOWS;JA2;PRECOMPILEDHEADERS"
AdditionalIncludeDirectories="&quot;..\Standard Gaming Platform&quot;;..\;..\Tactical;..\Utils;..\tacticalai;..\Editor;..\strategic;..\Laptop;.\"
PreprocessorDefinitions="_DEBUG;BOUNDS_CHECKER;JA2DEMO;CALLBACKTIMER;WIN32;_WINDOWS;JA2;PRECOMPILEDHEADERS;XML_STATIC;CINTERFACE"
RuntimeLibrary="1"
UsePrecompiledHeader="2"
PrecompiledHeaderThrough="TileEngine All.h"
@@ -33,7 +35,7 @@
WarningLevel="3"
SuppressStartupBanner="TRUE"
DebugInformationFormat="1"
CompileAs="0"/>
CompileAs="2"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
@@ -70,8 +72,8 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="\Standard Gaming Platform,\ja2\Build,\ja2\Build\Tactical,\ja2\Build\Utils,\ja2\build\TacticalAI,\ja2\build\Editor,\ja2\build\strategic,\ja2\build\Laptop"
PreprocessorDefinitions="_DEBUG;BOUNDS_CHECKER;CALLBACKTIMER;WIN32;_WINDOWS;JA2;PRECOMPILEDHEADERS;_VTUNE_PROFILING"
AdditionalIncludeDirectories="&quot;..\Standard Gaming Platform&quot;;..\;..\Tactical;..\Utils;..\tacticalai;..\Editor;..\strategic;..\Laptop;.\"
PreprocessorDefinitions="_DEBUG;BOUNDS_CHECKER;CALLBACKTIMER;WIN32;_WINDOWS;JA2;PRECOMPILEDHEADERS;_VTUNE_PROFILING;XML_STATIC;CINTERFACE"
RuntimeLibrary="1"
UsePrecompiledHeader="2"
PrecompiledHeaderThrough="TileEngine All.h"
@@ -83,7 +85,8 @@
WarningLevel="3"
SuppressStartupBanner="TRUE"
DebugInformationFormat="1"
CompileAs="0"/>
CompileAs="2"
DisableSpecificWarnings="4292"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
@@ -121,8 +124,13 @@
Name="VCCLCompilerTool"
AdditionalOptions="/O2b2 "
Optimization="2"
GlobalOptimizations="TRUE"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\Standard Gaming Platform,..\,..\Tactical,..\Utils,..\tacticalai,..\Editor,..\strategic,..\Laptop,.\"
EnableIntrinsicFunctions="TRUE"
FavorSizeOrSpeed="1"
OptimizeForProcessor="3"
OptimizeForWindowsApplication="TRUE"
AdditionalIncludeDirectories="&quot;..\Standard Gaming Platform&quot;;..\;..\Tactical;..\Utils;..\tacticalai;..\Editor;..\strategic;..\Laptop;.\"
PreprocessorDefinitions="CALLBACKTIMER;PRECOMPILEDHEADERS;NDEBUG;WIN32;_WINDOWS;JA2;XML_STATIC;CINTERFACE"
StringPooling="TRUE"
RuntimeLibrary="0"
@@ -136,7 +144,7 @@
BrowseInformation="1"
WarningLevel="3"
SuppressStartupBanner="TRUE"
CompileAs="0"/>
CompileAs="2"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
@@ -175,7 +183,7 @@
AdditionalOptions="/O2b2 "
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\Standard Gaming Platform,..\,..\Tactical,..\Utils,..\tacticalai,..\Editor,..\strategic,..\Laptop,.\"
AdditionalIncludeDirectories="&quot;..\Standard Gaming Platform&quot;;..\;..\Tactical;..\Utils;..\tacticalai;..\Editor;..\strategic;..\Laptop;.\"
PreprocessorDefinitions="NDEBUG;RELEASE_WITH_DEBUG_INFO;CALLBACKTIMER;WIN32;_WINDOWS;JA2;PRECOMPILEDHEADERS;_VTUNE_PROFILING;XML_STATIC;CINTERFACE"
StringPooling="TRUE"
RuntimeLibrary="0"
@@ -190,12 +198,14 @@
WarningLevel="4"
SuppressStartupBanner="TRUE"
DebugInformationFormat="3"
CompileAs="0"/>
CompileAs="2"
DisableSpecificWarnings="4292;4189"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile=".\Release with Debug\TileEngine.lib"
AdditionalLibraryDirectories=""
SuppressStartupBanner="TRUE"/>
<Tool
Name="VCMIDLTool"/>
@@ -227,8 +237,8 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="\Standard Gaming Platform,\ja2\Build,\ja2\Build\Tactical,\ja2\Build\Utils,\ja2\build\TacticalAI,\ja2\build\Editor,\ja2\build\strategic,\ja2\build\Laptop"
PreprocessorDefinitions="_DEBUG;JA2DEMO;CALLBACKTIMER;WIN32;_WINDOWS;JA2;PRECOMPILEDHEADERS"
AdditionalIncludeDirectories="&quot;..\Standard Gaming Platform&quot;;..\;..\Tactical;..\Utils;..\tacticalai;..\Editor;..\strategic;..\Laptop;.\"
PreprocessorDefinitions="_DEBUG;JA2DEMO;CALLBACKTIMER;WIN32;_WINDOWS;JA2;PRECOMPILEDHEADERS;XML_STATIC;CINTERFACE"
RuntimeLibrary="1"
UsePrecompiledHeader="2"
PrecompiledHeaderThrough="TileEngine All.h"
@@ -240,7 +250,7 @@
WarningLevel="3"
SuppressStartupBanner="TRUE"
DebugInformationFormat="1"
CompileAs="0"/>
CompileAs="2"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
@@ -277,7 +287,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\Standard Gaming Platform,..\,..\Tactical,..\Utils,..\tacticalai,..\Editor,..\strategic,..\Laptop,.\"
AdditionalIncludeDirectories="&quot;..\Standard Gaming Platform&quot;;..\;..\Tactical;..\Utils;..\tacticalai;..\Editor;..\strategic;..\Laptop;.\"
PreprocessorDefinitions="CALLBACKTIMER;PRECOMPILEDHEADERS;_DEBUG;WIN32;_WINDOWS;JA2;_VTUNE_PROFILING;XML_STATIC;CINTERFACE"
RuntimeLibrary="1"
UsePrecompiledHeader="2"
@@ -290,7 +300,7 @@
WarningLevel="3"
SuppressStartupBanner="TRUE"
DebugInformationFormat="1"
CompileAs="0"
CompileAs="2"
DisableSpecificWarnings="4292"/>
<Tool
Name="VCCustomBuildTool"/>
@@ -330,7 +340,7 @@
AdditionalOptions="/O2b2 "
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\Standard Gaming Platform,..\,..\Tactical,..\Utils,..\tacticalai,..\Editor,..\strategic,..\Laptop,.\"
AdditionalIncludeDirectories="&quot;..\Standard Gaming Platform&quot;;..\;..\Tactical;..\Utils;..\tacticalai;..\Editor;..\strategic;..\Laptop;.\"
PreprocessorDefinitions="RELEASE_WITH_DEBUG_INFO;NDEBUG;JA2DEMO;CALLBACKTIMER;WIN32;_WINDOWS;JA2;PRECOMPILEDHEADERS;XML_STATIC;CINTERFACE"
StringPooling="TRUE"
RuntimeLibrary="0"
@@ -345,7 +355,7 @@
WarningLevel="4"
SuppressStartupBanner="TRUE"
DebugInformationFormat="3"
CompileAs="0"/>
CompileAs="2"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
@@ -384,8 +394,8 @@
AdditionalOptions="/O2b2 "
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="\Standard Gaming Platform,\ja2\Build,\ja2\Build\Tactical,\ja2\Build\Utils,\ja2\build\tacticalai,\ja2\build\Editor,\ja2\build\strategic,\ja2\build\Laptop"
PreprocessorDefinitions="RELEASE_WITH_DEBUG_INFO;NDEBUG;JA2DEMO;CALLBACKTIMER;WIN32;_WINDOWS;JA2;PRECOMPILEDHEADERS"
AdditionalIncludeDirectories="&quot;..\Standard Gaming Platform&quot;;..\;..\Tactical;..\Utils;..\tacticalai;..\Editor;..\strategic;..\Laptop;.\"
PreprocessorDefinitions="RELEASE_WITH_DEBUG_INFO;NDEBUG;JA2DEMO;CALLBACKTIMER;WIN32;_WINDOWS;JA2;PRECOMPILEDHEADERS;XML_STATIC;CINTERFACE"
StringPooling="TRUE"
RuntimeLibrary="0"
EnableFunctionLevelLinking="TRUE"
@@ -399,7 +409,7 @@
WarningLevel="4"
SuppressStartupBanner="TRUE"
DebugInformationFormat="3"
CompileAs="0"/>
CompileAs="2"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
@@ -1409,79 +1419,7 @@
</FileConfiguration>
</File>
<File
RelativePath="physics.cpp">
<FileConfiguration
Name="Demo Bounds Checker|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BrowseInformation="1"/>
</FileConfiguration>
<FileConfiguration
Name="Bounds Checker|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BrowseInformation="1"/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="2"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BrowseInformation="1"/>
</FileConfiguration>
<FileConfiguration
Name="Release with Debug Info|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="2"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BrowseInformation="1"/>
</FileConfiguration>
<FileConfiguration
Name="Debug Demo|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BrowseInformation="1"/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BrowseInformation="1"/>
</FileConfiguration>
<FileConfiguration
Name="Demo Release with Debug Info|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="2"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BrowseInformation="1"/>
</FileConfiguration>
<FileConfiguration
Name="Release Demo|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="2"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BrowseInformation="1"/>
</FileConfiguration>
RelativePath=".\physics.cpp">
</File>
<File
RelativePath="pits.cpp">
@@ -3080,6 +3018,9 @@
<File
RelativePath="Exit Grids.h">
</File>
<File
RelativePath=".\Explosion Control.h">
</File>
<File
RelativePath="Fog Of War.h">
</File>
@@ -3095,6 +3036,9 @@
<File
RelativePath="Map Edgepoints.h">
</File>
<File
RelativePath=".\physics.h">
</File>
<File
RelativePath="pits.h">
</File>
+1 -1
View File
@@ -740,7 +740,7 @@ INT32 iDx, iDy;
Returns the light level at a particular level without fake lights
***************************************************************************************/
UINT8 LightTrueLevel( INT16 sGridNo, INT8 bLevel )
UINT8 LightTrueLevel( INT16 sGridNo, INT16 bLevel )
{
LEVELNODE * pNode;
INT32 iSum;
+1 -1
View File
@@ -168,7 +168,7 @@ BOOLEAN CreateSoldierShadedPalette( SOLDIERTYPE *pSoldier, UINT32 uiBase, SGPPa
UINT16 CreateSoldierPaletteTables(SOLDIERTYPE *pSoldier, UINT32 uiType);
// returns the true light value at a tile (ignoring fake/merc lights)
UINT8 LightTrueLevel( INT16 sGridNo, INT8 bLevel );
UINT8 LightTrueLevel( INT16 sGridNo, INT16 bLevel );
// system variables
extern LIGHT_NODE *pLightList[MAX_LIGHT_TEMPLATES];
+2 -3
View File
@@ -1694,11 +1694,10 @@ FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vP
// WANNE 2
// Alrighty, move this beast until it dies....
while( pObject->fAlive)
while( pObject->fAlive )
{
//cnt = cnt + 1;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalculateObjectTrajectory: calling SIMULATEobject - this object never fucking dies!!!!");
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3, String( "Counter: %d", cnt));
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalculateObjectTrajectory: calling simulateobject - this object never fucking dies!!!!");
SimulateObject( pObject, (float)DELTA_T );
}
+1 -1
View File
@@ -2862,7 +2862,7 @@ UINT32 cnt = 0;
pDestBuf = (UINT16 *)LockVideoSurface(guiRENDERBUFFER, &uiDestPitchBYTES);
for ( cnt = 0; cnt < ( SCREEN_WIDTH * SCREEN_HEIGHT ); cnt++ )
for ( cnt = 0; cnt < (UINT32)( SCREEN_WIDTH * SCREEN_HEIGHT ); cnt++ )
{
// Get Z value
zVal = gpZBuffer[ cnt ];
+3 -2
View File
@@ -95,12 +95,13 @@
#define MAPELEMENT_EXT_NOBURN_STRUCT 0x20
#define MAPELEMENT_EXT_ROOFCODE_VISITED 0x40
#define MAPELEMENT_EXT_CREATUREGAS 0x80
#define MAPELEMENT_EXT_BURNABLEGAS 0x81
#define FIRST_LEVEL 0
#define SECOND_LEVEL 1
#define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS )
//#define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS )
#define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS )
typedef struct TAG_level_node