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- Feature can be completely disabled in .ini as COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES under Tactical Cover System Settings. - With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML. Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\. - With additional properties it's possible to specify which camo type, and how effectively will work on any tile. Only snow camo will work on snow covered roofs, red carpet in palace won't perfectly cooperate with urban camo anymore, thick grass in the middle of the forest will provide better camouflage than sparse grass near the road. - It's now possible to specify footstep volume and stealth difficulty modifier of any tile. Carpets will absorb noise, tile floors amplify it, twigs laying on the tile will make sneaking harder. Choose your path carefully, taffer. - More infos: http://www.bears-pit.com/board/ubbthreads.php/topics/330942.html#Post330942 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7001 3b4a5df2-a311-0410-b5c6-a8a6f20db521
982 lines
25 KiB
C++
982 lines
25 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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#include "tiledef.h"
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#include "worlddef.h"
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#endif
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#include "GameSettings.h"
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INT32 giNumberOfTiles; //Madd: new global variables to allow for a variable number of Pitems
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INT32 giNumberOfTileTypes;
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INT16 gOpenDoorList[20] =
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{
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FIRSTDOOR1,
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SECONDDOOR1,
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THIRDDOOR1,
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FOURTHDOOR1,
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FIRSTDOOR6,
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SECONDDOOR6,
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THIRDDOOR6,
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FOURTHDOOR6,
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FIRSTDOOR11,
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SECONDDOOR11,
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THIRDDOOR11,
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FOURTHDOOR11,
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FIRSTDOOR16,
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SECONDDOOR16,
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THIRDDOOR16,
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FOURTHDOOR16,
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-1
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};
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INT16 gOpenDoorShadowList[20] =
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{
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FIRSTDOORSH1,
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SECONDDOORSH1,
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THIRDDOORSH1,
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FOURTHDOORSH1,
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FIRSTDOORSH6,
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SECONDDOORSH6,
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THIRDDOORSH6,
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FOURTHDOORSH6,
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FIRSTDOORSH11,
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SECONDDOORSH11,
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THIRDDOORSH11,
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FOURTHDOORSH11,
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FIRSTDOORSH16,
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SECONDDOORSH16,
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THIRDDOORSH16,
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FOURTHDOORSH16,
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-1
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};
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INT16 gClosedDoorList[20] =
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{
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FIRSTDOOR5,
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SECONDDOOR5,
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THIRDDOOR5,
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FOURTHDOOR5,
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FIRSTDOOR10,
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SECONDDOOR10,
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THIRDDOOR10,
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FOURTHDOOR10,
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FIRSTDOOR15,
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SECONDDOOR15,
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THIRDDOOR15,
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FOURTHDOOR15,
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FIRSTDOOR20,
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SECONDDOOR20,
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THIRDDOOR20,
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FOURTHDOOR20,
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-1
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};
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INT16 gClosedDoorShadowList[20] =
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{
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FIRSTDOORSH5,
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SECONDDOORSH5,
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THIRDDOORSH5,
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FOURTHDOORSH5,
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FIRSTDOORSH10,
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SECONDDOORSH10,
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THIRDDOORSH10,
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FOURTHDOORSH10,
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FIRSTDOORSH15,
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SECONDDOORSH15,
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THIRDDOORSH15,
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FOURTHDOORSH15,
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FIRSTDOORSH20,
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SECONDDOORSH20,
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THIRDDOORSH20,
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FOURTHDOORSH20,
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-1
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};
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// REVERSE BUDDIES FROM SHADOW BACK TO STRUCT
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INT16 gReverseShadowBuddys[] =
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{
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FIRSTCLIFFSHADOW, FIRSTCLIFFSHADOW1, FIRSTCLIFF1,
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FIRSTSHADOW, FIRSTSHADOW1, FIRSTOSTRUCT1,
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SECONDSHADOW, SECONDSHADOW1, SECONDOSTRUCT1,
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THIRDSHADOW, THIRDSHADOW1, THIRDOSTRUCT1,
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FOURTHSHADOW, FOURTHSHADOW1, FOURTHOSTRUCT1,
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FIFTHSHADOW, FIFTHSHADOW1, FIFTHOSTRUCT1,
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SIXTHSHADOW, SIXTHSHADOW1, SIXTHOSTRUCT1,
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SEVENTHSHADOW, SEVENTHSHADOW1, SEVENTHOSTRUCT1,
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EIGHTSHADOW, EIGHTSHADOW1, EIGHTOSTRUCT1,
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FIRSTFULLSHADOW, FIRSTFULLSHADOW1, FIRSTFULLSTRUCT1,
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SECONDFULLSHADOW, SECONDFULLSHADOW1, SECONDFULLSTRUCT1,
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THIRDFULLSHADOW, THIRDFULLSHADOW1, THIRDFULLSTRUCT1,
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FOURTHFULLSHADOW, FOURTHFULLSHADOW1, FOURTHFULLSTRUCT1,
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FIRSTDOORSHADOW, FIRSTDOORSH1, FIRSTDOOR1,
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SECONDDOORSHADOW, SECONDDOORSH1, SECONDDOOR1,
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THIRDDOORSHADOW, THIRDDOORSH1, THIRDDOOR1,
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FOURTHDOORSHADOW, FOURTHDOORSH1, FOURTHDOOR1,
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//FENCE
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FENCESHADOW, FENCESHADOW1, FENCESTRUCT1,
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// VEHICLES
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FIRSTVEHICLESHADOW, FIRSTVEHICLESHADOW1, FIRSTVEHICLE1,
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SECONDVEHICLESHADOW, SECONDVEHICLESHADOW1, SECONDVEHICLE1,
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//DebrisSTRUCT
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FIRSTDEBRISSTRUCTSHADOW, FIRSTDEBRISSTRUCTSHADOW1, FIRSTDEBRISSTRUCT1,
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SECONDDEBRISSTRUCTSHADOW, SECONDDEBRISSTRUCTSHADOW1, SECONDDEBRISSTRUCT1,
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NINTHOSTRUCTSHADOW, NINTHOSTRUCTSHADOW1, NINTHOSTRUCT1,
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TENTHOSTRUCTSHADOW, TENTHOSTRUCTSHADOW1, TENTHOSTRUCT1,
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FIRSTLARGEEXPDEBRISSHADOW, FIRSTLARGEEXPDEBRISSHADOW1, FIRSTLARGEEXPDEBRIS1,
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SECONDLARGEEXPDEBRISSHADOW, SECONDLARGEEXPDEBRISSHADOW1, SECONDLARGEEXPDEBRIS1,
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-1
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};
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// SHADOW BUDDIES FROM STRUCT FORWARD TO SHADOW
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INT16 gForwardShadowBuddys[] =
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{
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FIRSTCLIFF, FIRSTCLIFF1, FIRSTCLIFFSHADOW1,
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FIRSTOSTRUCT, FIRSTOSTRUCT1, FIRSTSHADOW1,
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SECONDOSTRUCT, SECONDOSTRUCT1, SECONDSHADOW1,
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THIRDOSTRUCT, THIRDOSTRUCT1, THIRDSHADOW1,
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FOURTHOSTRUCT, FOURTHOSTRUCT1, FOURTHSHADOW1,
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FIFTHOSTRUCT, FIFTHOSTRUCT1, FIFTHSHADOW1,
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SIXTHOSTRUCT, SIXTHOSTRUCT1, SIXTHSHADOW1,
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SEVENTHOSTRUCT, SEVENTHOSTRUCT1, SEVENTHSHADOW1,
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EIGHTOSTRUCT, EIGHTOSTRUCT1, EIGHTSHADOW1,
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FIRSTFULLSTRUCT, FIRSTFULLSTRUCT1, FIRSTFULLSHADOW1,
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SECONDFULLSTRUCT, SECONDFULLSTRUCT1, SECONDFULLSHADOW1,
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THIRDFULLSTRUCT, THIRDFULLSTRUCT1, THIRDFULLSHADOW1,
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FOURTHFULLSTRUCT, FOURTHFULLSTRUCT1, FOURTHFULLSHADOW1,
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FIRSTDOOR, FIRSTDOOR1, FIRSTDOORSH1,
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SECONDDOOR, SECONDDOOR1, SECONDDOORSH1,
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THIRDDOOR, THIRDDOOR1, THIRDDOORSH1,
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FOURTHDOOR, FOURTHDOOR1, FOURTHDOORSH1,
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//FENCE
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FENCESTRUCT, FENCESTRUCT1, FENCESHADOW1,
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// VEHICLE
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FIRSTVEHICLE, FIRSTVEHICLE1, FIRSTVEHICLESHADOW1,
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SECONDVEHICLE, SECONDVEHICLE1, SECONDVEHICLESHADOW1,
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FIRSTDEBRISSTRUCT, FIRSTDEBRISSTRUCT1, FIRSTDEBRISSTRUCTSHADOW1,
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SECONDDEBRISSTRUCT, SECONDDEBRISSTRUCT1, SECONDDEBRISSTRUCTSHADOW1,
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NINTHOSTRUCT, NINTHOSTRUCT1, NINTHOSTRUCTSHADOW1,
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TENTHOSTRUCT, TENTHOSTRUCT1, TENTHOSTRUCTSHADOW1,
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FIRSTLARGEEXPDEBRIS, FIRSTLARGEEXPDEBRIS1, FIRSTLARGEEXPDEBRISSHADOW1,
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SECONDLARGEEXPDEBRIS, SECONDLARGEEXPDEBRIS1, SECONDLARGEEXPDEBRISSHADOW1,
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-1
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};
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// Global variable used to initialize tile database with full tile spec
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UINT8 gFullBaseTileValues[] =
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{
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // First Texture
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Second Texture
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Third Texture
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Forth Texture
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Fifth Texture
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Sixth Texture
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Seventh Texture
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Water1 Texture
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1 // Water2 Texture
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};
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STR gTileSurfaceName[NUMBEROFTILETYPES] =
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{
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"TEXTURE1",
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"TEXTURE2",
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"TEXTURE3",
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"TEXTURE4",
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"TEXTURE5",
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"TEXTURE6",
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"TEXTURE7",
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"WATER1",
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"DEEP WATER",
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"FIRSTCLIFFHANG",
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"FIRSTCLIFF",
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"FIRSTCLIFFSHADOW",
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"OSTRUCT1",
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"OSTRUCT2",
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"OSTRUCT3",
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"OSTRUCT4",
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"OSTRUCT5",
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"OSTRUCT6",
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"OSTRUCT7",
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"OSTRUCT8",
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"OFSTRUCT1",
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"OFSTRUCT2",
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"PLACEHOLDER1",
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"PLACEHOLDER2",
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"SHADOW1",
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"SHADOW2",
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"SHADOW3",
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"SHADOW4",
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"SHADOW5",
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"SHADOW6",
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"SHADOW7",
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"SHADOW8",
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"FSHADOW1",
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"FSHADOW2",
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"PLACEHOLDER3",
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"PLACEHOLDER4",
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"WALL1",
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"WALL2",
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"WALL3",
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"WALL4",
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"DOOR1",
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"DOOR2",
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"DOOR3",
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"DOOR4",
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"DOORSH1",
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"DOORSH2",
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"DOORSH3",
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"DOORSH4",
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"SLANTFLATPEICE",
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"ANOTHERDEBRIS",
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"ROADPIECES",
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"WINDOW4",
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"DECORATIONS1",
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"DECORATIONS2",
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"DECORATIONS3",
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"DECORATIONS4",
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"WALLDECAL1",
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"WALLDECAL2",
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"WALLDECAL3",
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"WALLDECAL4",
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"FLOOR1",
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"FLOOR2",
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"FLOOR3",
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"FLOOR4",
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"ROOF1",
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"ROOF2",
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"ROOF3",
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"ROOF4",
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"SROOF1",
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"SROOF2",
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"ONROOF1",
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"ONROOF2",
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"MOCKF1",
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"ISTRUCT1",
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"ISTRUCT2",
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"ISTRUCT3",
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"ISTRUCT4",
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"FIRSTCISTRCUT",
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"FIRSTROAD",
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"ROCKS",
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"WOOD",
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"WEEDS",
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"GRASS",
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"SAND",
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"MISC",
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"ANIOSTRUCT",
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"FENCESTRUCT",
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"FENCESHADOW",
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"FIRSTVEHICLE",
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"SECONDVEHICLE",
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"FIRSTVEHICLESHADOW",
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"SECONDVEHICLESHADOW",
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"MISC2",
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"FIRSTDEBRISSTRUCT",
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"SECONDDEBRISSTRUCT",
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"FIRSTDEBRISSTRUCTSHADOW",
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"SECONDDEBRISSTRUCTSHADOW",
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"NINTHOSTRUCT",
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"TENTHOSTRUCT",
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"NINTHOSTRUCTSHADOW",
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"TENTHOSTRUCTSHADOW",
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"FIRSTEXPLODEDEBRIS",
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"SECONDEXPLODEDEBRIS",
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"FIRSTLARGEEXPLODEDEBRIS",
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"SECONDLARGEEXPLODEDEBRIS",
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"FIRSTLARGEEXPLODEDEBRISSHADOW",
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"SECONDLARGEEXPLODEDEBRISSHADOW",
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"FIFTHISTRUCT",
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"SIXTHISTRUCT",
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"SEVENTHISTRUCT",
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"EIGHTISTRUCT",
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"FIRSTHIGHROOF",
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"SECONDHIGHROOF",
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"WALLDECAL5",
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"WALLDECAL6",
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"WALLDECAL7",
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"WALLDECAL8",
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"HUMANBLOOD",
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"CREATUREBLOOD",
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"FIRSTSWITCHES",
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// ABSOLUTELY NO STUFF PAST HERE!
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// CAN BE SAVED IN THE MAP DIRECTLY!
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"REVEALEDSLANTROOF",
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"1stREVEALEDHIGHROOF",
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"2ndREVEALEDHIGHROOF",
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"GUNS",
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"ITEMS",
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"ITEMS2",
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"GLASSSHATTER",
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"ITEMS3",
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"BODYBLOW",
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"EXITTEXTURE",
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"FOOTPRINTS",
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"POINTERS",
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"POINTERS2",
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"POINTERS3",
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"GOODRUN",
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"GOODWALK",
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"GOODSWAT",
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"GOODSCOOT",
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"CONFIRMMOVE",
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"VEHICLEMOVE",
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"ACTIONTWO",
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"BADMARKER",
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"GRING",
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"ROTATINGKEY",
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"SELRING",
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"SPECIAL",
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"BULLET",
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"MISS1",
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"MISS2",
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"MISS3",
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"WIREFRAME"
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};
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UINT16 gNumTilesPerType[ NUMBEROFTILETYPES ] =
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{
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FIRSTTEXTURE35 - FIRSTTEXTURE1 + 1,
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SECONDTEXTURE35 - SECONDTEXTURE1 + 1,
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THIRDTEXTURE35 - THIRDTEXTURE1 + 1,
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FOURTHTEXTURE35 - FOURTHTEXTURE1 + 1,
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FIFTHTEXTURE35 - FIFTHTEXTURE1 + 1,
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SIXTHTEXTURE37 - SIXTHTEXTURE1 + 1,
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SEVENTHTEXTURE49 - SEVENTHTEXTURE1 + 1,
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REGWATERTEXTURE50 - REGWATERTEXTURE1 + 1,
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DEEPWATERTEXTURE37 - DEEPWATERTEXTURE1 + 1,
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FIRSTCLIFFHANG17 - FIRSTCLIFFHANG1 + 1,
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FIRSTCLIFF17 - FIRSTCLIFF1 + 1,
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FIRSTCLIFFSHADOW17 - FIRSTCLIFFSHADOW1 + 1, // Med hill
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FIRSTOSTRUCT12 - FIRSTOSTRUCT1 + 1,
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SECONDOSTRUCT12 - SECONDOSTRUCT1 + 1,
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THIRDOSTRUCT12 - THIRDOSTRUCT1 + 1,
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FOURTHOSTRUCT12 - FOURTHOSTRUCT1 + 1, // Fourth OSTRUCT
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FIFTHOSTRUCT12 - FIFTHOSTRUCT1 + 1, // Fifth OSTRUCT
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SIXTHOSTRUCT12 - SIXTHOSTRUCT1 + 1, // Sixth OSTRUCT
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SEVENTHOSTRUCT12 - SEVENTHOSTRUCT1 + 1, // Seventh OSTRUCT
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EIGHTOSTRUCT12 - EIGHTOSTRUCT1 + 1, // Eigth OSTRUCT
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FIRSTFULLSTRUCT12 - FIRSTFULLSTRUCT1 + 1,
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SECONDFULLSTRUCT12 - SECONDFULLSTRUCT1 + 1,
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THIRDFULLSTRUCT2 - THIRDFULLSTRUCT1 + 1,
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FOURTHFULLSTRUCT2 - FOURTHFULLSTRUCT1 + 1,
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FIRSTSHADOW12 - FIRSTSHADOW1 + 1,
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SECONDSHADOW12 - SECONDSHADOW1 + 1,
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THIRDSHADOW12 - THIRDSHADOW1 + 1,
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FOURTHSHADOW12 - FOURTHSHADOW1 + 1,
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FIFTHSHADOW12 - FIFTHSHADOW1 + 1,
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SIXTHSHADOW12 - SIXTHSHADOW1 + 1,
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SEVENTHSHADOW12 - SEVENTHSHADOW1 + 1,
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EIGHTSHADOW12 - EIGHTSHADOW1 + 1,
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FIRSTFULLSHADOW12 - FIRSTFULLSHADOW1 + 1,
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SECONDFULLSHADOW12 - SECONDFULLSHADOW1 + 1,
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THIRDFULLSHADOW2 - THIRDFULLSHADOW1 + 1,
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FOURTHFULLSHADOW2 - FOURTHFULLSHADOW1 + 1,
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FIRSTWALL65 - FIRSTWALL1 + 1,
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SECONDWALL65 - SECONDWALL1 + 1,
|
|
THIRDWALL65 - THIRDWALL1 + 1,
|
|
FOURTHWALL65 - FOURTHWALL1 + 1,
|
|
|
|
FIRSTDOOR20 - FIRSTDOOR1 + 1,
|
|
SECONDDOOR20 - SECONDDOOR1 + 1,
|
|
THIRDDOOR20 - THIRDDOOR1 + 1,
|
|
FOURTHDOOR20 - FOURTHDOOR1 + 1,
|
|
|
|
FIRSTDOORSH20 - FIRSTDOORSH1 + 1,
|
|
SECONDDOORSH20 - SECONDDOORSH1 + 1,
|
|
THIRDDOORSH20 - THIRDDOORSH1 + 1,
|
|
FOURTHDOORSH20 - FOURTHDOORSH1 + 1,
|
|
|
|
SLANTROOFCEILING2 - SLANTROOFCEILING1 + 1,
|
|
ANOTHERDEBRIS10 - ANOTHERDEBRIS1 + 1,
|
|
ROADPIECES400 - ROADPIECES001 + 1,
|
|
FOURTHWINDOW2 - FOURTHWINDOW1 + 1,
|
|
|
|
FIRSTDECORATIONS10 - FIRSTDECORATIONS1 + 1,
|
|
SECONDDECORATIONS10 - SECONDDECORATIONS1 + 1,
|
|
THIRDDECORATIONS10 - THIRDDECORATIONS1 + 1,
|
|
FOURTHDECORATIONS10 - FOURTHDECORATIONS1 + 1,
|
|
|
|
FIRSTWALLDECAL10 - FIRSTWALLDECAL1 + 1,
|
|
SECONDWALLDECAL10 - SECONDWALLDECAL1 + 1,
|
|
THIRDWALLDECAL10 - THIRDWALLDECAL1 + 1,
|
|
FOURTHWALLDECAL10 - FOURTHWALLDECAL1 + 1,
|
|
|
|
FIRSTFLOOR8 - FIRSTFLOOR1 + 1,
|
|
SECONDFLOOR8 - SECONDFLOOR1 + 1,
|
|
THIRDFLOOR8 - THIRDFLOOR1 + 1,
|
|
FOURTHFLOOR8 - FOURTHFLOOR1 + 1,
|
|
|
|
FIRSTROOF14 - FIRSTROOF1 + 1,
|
|
SECONDROOF14 - SECONDROOF1 + 1,
|
|
THIRDROOF14 - THIRDROOF1 + 1,
|
|
FOURTHROOF14 - FOURTHROOF1 + 1,
|
|
FIRSTSLANTROOF20 - FIRSTSLANTROOF1 + 1,
|
|
SECONDSLANTROOF20 - SECONDSLANTROOF1 + 1,
|
|
|
|
FIRSTONROOF12 - FIRSTONROOF1 + 1,
|
|
SECONDONROOF12 - SECONDONROOF1 + 1,
|
|
|
|
1,
|
|
|
|
FIRSTISTRUCT24 - FIRSTISTRUCT1 + 1,
|
|
SECONDISTRUCT24 - SECONDISTRUCT1 + 1,
|
|
THIRDISTRUCT24 - THIRDISTRUCT1 + 1,
|
|
FOURTHISTRUCT24 - FOURTHISTRUCT1 + 1,
|
|
FIRSTCISTRUCT24 - FIRSTCISTRUCT1 + 1,
|
|
|
|
FIRSTROAD35 - FIRSTROAD1 + 1,
|
|
|
|
DEBRISROCKS10 - DEBRISROCKS1 + 1,
|
|
DEBRISWOOD10 - DEBRISWOOD1 + 1,
|
|
DEBRISWEEDS10 - DEBRISWEEDS1 + 1,
|
|
DEBRISGRASS10 - DEBRISGRASS1 + 1,
|
|
DEBRISSAND10 - DEBRISSAND1 + 1,
|
|
DEBRISMISC10 - DEBRISMISC1 + 1,
|
|
|
|
ANIOSTRUCT20 - ANIOSTRUCT1 + 1,
|
|
FENCESTRUCT23 - FENCESTRUCT1 + 1,
|
|
FENCESHADOW23 - FENCESHADOW1 + 1,
|
|
FIRSTVEHICLE12 - FIRSTVEHICLE1 + 1,
|
|
SECONDVEHICLE12 - SECONDVEHICLE1 + 1,
|
|
FIRSTVEHICLESHADOW12 - FIRSTVEHICLESHADOW1 + 1,
|
|
SECONDVEHICLESHADOW12 - SECONDVEHICLESHADOW1 + 1,
|
|
DEBRIS2MISC10 - DEBRIS2MISC1 + 1,
|
|
|
|
FIRSTDEBRISSTRUCT10 - FIRSTDEBRISSTRUCT1 + 1,
|
|
SECONDDEBRISSTRUCT10 - SECONDDEBRISSTRUCT1 + 1,
|
|
FIRSTDEBRISSTRUCTSHADOW10 - FIRSTDEBRISSTRUCTSHADOW1 + 1,
|
|
SECONDDEBRISSTRUCTSHADOW10 - SECONDDEBRISSTRUCTSHADOW1 + 1,
|
|
|
|
NINTHOSTRUCT12 - NINTHOSTRUCT1 + 1,
|
|
TENTHOSTRUCT12 - TENTHOSTRUCT1 + 1,
|
|
NINTHOSTRUCTSHADOW12 - NINTHOSTRUCTSHADOW1 + 1,
|
|
TENTHOSTRUCTSHADOW12 - TENTHOSTRUCTSHADOW1 + 1,
|
|
|
|
FIRSTEXPLDEBRIS40 - FIRSTEXPLDEBRIS1 + 1,
|
|
SECONDEXPLDEBRIS40 - SECONDEXPLDEBRIS1 + 1,
|
|
FIRSTLARGEEXPDEBRIS10 - FIRSTLARGEEXPDEBRIS1 + 1,
|
|
SECONDLARGEEXPDEBRIS10 - SECONDLARGEEXPDEBRIS1 + 1,
|
|
FIRSTLARGEEXPDEBRISSHADOW10 - FIRSTLARGEEXPDEBRISSHADOW1 + 1,
|
|
SECONDLARGEEXPDEBRISSHADOW10 - SECONDLARGEEXPDEBRISSHADOW1 + 1,
|
|
|
|
FIFTHISTRUCT24 - FIFTHISTRUCT1 + 1,
|
|
SIXTHISTRUCT24 - SIXTHISTRUCT1 + 1,
|
|
SEVENTHISTRUCT24 - SEVENTHISTRUCT1 + 1,
|
|
EIGHTISTRUCT24 - EIGHTISTRUCT1 + 1,
|
|
|
|
FIRSTHIGHROOF15 - FIRSTHIGHROOF1 + 1,
|
|
SECONDHIGHROOF15 - SECONDHIGHROOF1 + 1,
|
|
|
|
FIFTHWALLDECAL10 - FIFTHWALLDECAL1 + 1,
|
|
SIXTHWALLDECAL10 - SIXTHWALLDECAL1 + 1,
|
|
SEVENTHWALLDECAL10 - SEVENTHWALLDECAL1 + 1,
|
|
EIGTHWALLDECAL10 - EIGTHWALLDECAL1 + 1,
|
|
|
|
HUMANBLOOD16 - HUMANBLOOD1 + 1,
|
|
CREATUREBLOOD16 - CREATUREBLOOD1 + 1,
|
|
FIRSTSWITCHES21 - FIRSTSWITCHES1 + 1,
|
|
|
|
// NO SAVED STUFF AFTER HERE!
|
|
REVEALEDSLANTROOFS8 - REVEALEDSLANTROOFS1 + 1,
|
|
FIRSTREVEALEDHIGHROOFS11 - FIRSTREVEALEDHIGHROOFS1 + 1,
|
|
SECONDREVEALEDHIGHROOFS11 - SECONDREVEALEDHIGHROOFS1 + 1,
|
|
|
|
GUN5000 - GUN1 + 1,
|
|
P1ITEM5000 - P1ITEM1 + 1,
|
|
P2ITEM5000 - P2ITEM1 + 1,
|
|
|
|
WINDOWSHATTER20 - WINDOWSHATTER1 + 1,
|
|
P3ITEM5000 - P3ITEM1 + 1,
|
|
BODYEXPLOSION15 - BODYEXPLOSION1 + 1,
|
|
|
|
EXITTEXTURE35 - EXITTEXTURE1 + 1,
|
|
FOOTPRINTS80 - FOOTPRINTS1 + 1,
|
|
|
|
FIRSTPOINTERS24 - FIRSTPOINTERS1 + 1,
|
|
SECONDPOINTERS8 - SECONDPOINTERS1 + 1,
|
|
THIRDPOINTERS3 - THIRDPOINTERS1 + 1,
|
|
|
|
GOODRUN11 - GOODRUN1 + 1,
|
|
GOODWALK11 - GOODWALK1 + 1,
|
|
GOODSWAT11 - GOODSWAT1 + 1,
|
|
GOODPRONE11 - GOODPRONE1 + 1,
|
|
CONFIRMMOVE11 - CONFIRMMOVE1 + 1,
|
|
VEHICLEMOVE10 - VEHICLEMOVE1 + 1,
|
|
ACTIONTWO11 - ACTIONTWO1 + 1,
|
|
BADMARKER11 - BADMARKER1 + 1,
|
|
GOODRING10 - GOODRING1 + 1,
|
|
ROTATINGKEY8 - ROTATINGKEY1 + 1,
|
|
SELRING10 - SELRING1 + 1,
|
|
SPECIALTILE_COVER_5 - SPECIALTILE_MAPEXIT + 1,
|
|
BULLETTILE2 - BULLETTILE1 + 1,
|
|
|
|
FIRSTMISS5 - FIRSTMISS1 + 1,
|
|
SECONDMISS5 - SECONDMISS1 + 1,
|
|
THIRDMISS14 - THIRDMISS1 + 1,
|
|
WIREFRAMES15 - WIREFRAMES1 + 1,
|
|
|
|
//MM: New item tileslots start here
|
|
P4ITEM5000 - P4ITEM1 + 1,
|
|
P5ITEM5000 - P5ITEM1 + 1,
|
|
P6ITEM5000 - P6ITEM1 + 1,
|
|
P7ITEM5000 - P7ITEM1 + 1,
|
|
P8ITEM5000 - P8ITEM1 + 1,
|
|
P9ITEM5000 - P9ITEM1 + 1,
|
|
P10ITEM5000 - P10ITEM1 + 1
|
|
|
|
};
|
|
|
|
UINT8 gTileTypeLogicalHeight[ NUMBEROFTILETYPES ] =
|
|
{
|
|
2, // First texture
|
|
2, // Second texture
|
|
2, // Third texture
|
|
2, // Forth texture
|
|
2, // Fifth texture
|
|
2, // Sixth texture
|
|
2, // Seventh texture
|
|
10, // First water
|
|
10 // Second water
|
|
};
|
|
|
|
|
|
void SetSpecificDatabaseValues( UINT16 usType, UINT16 uiDatabaseElem, TILE_ELEMENT *TileElement, BOOLEAN fUseRaisedObjectType, INT32 iTilesetID )
|
|
{
|
|
UINT8 ubLoop;
|
|
INT16 sIndexDiff;
|
|
UINT32 cnt;
|
|
|
|
// SETUP BUDDYS FOR SHADOWS
|
|
cnt = 0;
|
|
while( gReverseShadowBuddys[ cnt ] != -1 )
|
|
{
|
|
// IF WE ARE A SHADOW TYPE
|
|
if ( usType == gReverseShadowBuddys[ cnt ] )
|
|
{
|
|
TileElement->sBuddyNum = gReverseShadowBuddys[ cnt + 2 ] + ( uiDatabaseElem - gReverseShadowBuddys[ cnt + 1 ] );
|
|
|
|
// Check flags and made the same, take from buddy's
|
|
TileElement->uiFlags |= gTileDatabase[ TileElement->sBuddyNum ].uiFlags;
|
|
}
|
|
|
|
cnt+=3;
|
|
};
|
|
|
|
// SETUP BUDDYS THAT GO FROM STRUCT TO SHADOW
|
|
cnt = 0;
|
|
while( gForwardShadowBuddys[ cnt ] != -1 )
|
|
{
|
|
// IF WE ARE A SHADOW TYPE
|
|
if ( usType == gForwardShadowBuddys[ cnt ] )
|
|
{
|
|
TileElement->sBuddyNum = gForwardShadowBuddys[ cnt + 2 ] + ( uiDatabaseElem - gForwardShadowBuddys[ cnt + 1 ] );
|
|
// Set flag indicating such
|
|
TileElement->uiFlags |= HAS_SHADOW_BUDDY;
|
|
}
|
|
cnt+=3;
|
|
};
|
|
|
|
|
|
|
|
if ( uiDatabaseElem >= FIRSTDOOR1 &&
|
|
uiDatabaseElem <= FOURTHDOORSH20 )
|
|
{
|
|
// Door anims
|
|
// Open
|
|
cnt = 0;
|
|
while( gOpenDoorList[ cnt ] != -1 )
|
|
{
|
|
// IF WE ARE A SHADOW TYPE
|
|
if ( uiDatabaseElem == gOpenDoorList[ cnt ] )
|
|
{
|
|
// Allocate Animated tile data
|
|
AllocateAnimTileData( TileElement, 5 );
|
|
|
|
TileElement->pAnimData->bCurrentFrame = 0;
|
|
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
|
|
{
|
|
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
|
|
}
|
|
}
|
|
cnt++;
|
|
};
|
|
// Open Shadow
|
|
cnt = 0;
|
|
while( gOpenDoorShadowList[ cnt ] != -1 )
|
|
{
|
|
// IF WE ARE A SHADOW TYPE
|
|
if ( uiDatabaseElem == gOpenDoorShadowList[ cnt ] )
|
|
{
|
|
// Allocate Animated tile data
|
|
AllocateAnimTileData( TileElement, 5 );
|
|
|
|
TileElement->pAnimData->bCurrentFrame = 0;
|
|
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
|
|
{
|
|
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
|
|
}
|
|
}
|
|
cnt++;
|
|
};
|
|
|
|
// Closed
|
|
cnt = 0;
|
|
while( gClosedDoorList[ cnt ] != -1 )
|
|
{
|
|
// IF WE ARE A SHADOW TYPE
|
|
if ( uiDatabaseElem == gClosedDoorList[ cnt ] )
|
|
{
|
|
// Allocate Animated tile data
|
|
AllocateAnimTileData( TileElement, 5 );
|
|
|
|
TileElement->pAnimData->bCurrentFrame = 0;
|
|
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
|
|
{
|
|
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem - ubLoop;
|
|
}
|
|
}
|
|
cnt++;
|
|
};
|
|
// Open Shadow
|
|
cnt = 0;
|
|
while( gClosedDoorShadowList[ cnt ] != -1 )
|
|
{
|
|
// IF WE ARE A SHADOW TYPE
|
|
if ( uiDatabaseElem == gClosedDoorShadowList[ cnt ] )
|
|
{
|
|
// Allocate Animated tile data
|
|
AllocateAnimTileData( TileElement, 5 );
|
|
|
|
TileElement->pAnimData->bCurrentFrame = 0;
|
|
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
|
|
{
|
|
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem - ubLoop;
|
|
}
|
|
}
|
|
cnt++;
|
|
};
|
|
}
|
|
|
|
if ( uiDatabaseElem == FIRSTMISS1 )
|
|
{
|
|
// Allocate Animated tile data
|
|
AllocateAnimTileData( TileElement, 5 );
|
|
|
|
TileElement->pAnimData->bCurrentFrame = 0;
|
|
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
|
|
{
|
|
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
|
|
}
|
|
}
|
|
|
|
if ( uiDatabaseElem >= FIRSTMISS1 &&
|
|
uiDatabaseElem <= FIRSTMISS5 )
|
|
{
|
|
TileElement->uiFlags |= DYNAMIC_TILE;
|
|
}
|
|
|
|
|
|
if ( uiDatabaseElem == WINDOWSHATTER1 || uiDatabaseElem == WINDOWSHATTER6 || uiDatabaseElem == WINDOWSHATTER11 || uiDatabaseElem == WINDOWSHATTER16 )
|
|
{
|
|
// Allocate Animated tile data
|
|
AllocateAnimTileData( TileElement, 5 );
|
|
|
|
TileElement->pAnimData->bCurrentFrame = 0;
|
|
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
|
|
{
|
|
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
|
|
}
|
|
}
|
|
|
|
if ( uiDatabaseElem >= WINDOWSHATTER1 &&
|
|
uiDatabaseElem <= WINDOWSHATTER20 )
|
|
{
|
|
TileElement->uiFlags |= DYNAMIC_TILE;
|
|
}
|
|
|
|
// if ( usType == FIRSTEXPLOSION )
|
|
// {
|
|
// TileElement->uiFlags |= DYNAMIC_TILE;
|
|
// }
|
|
|
|
if ( usType == BODYEXPLOSION )
|
|
{
|
|
TileElement->uiFlags |= DYNAMIC_TILE;
|
|
}
|
|
|
|
if ( usType == FIRSTROAD )
|
|
{
|
|
TileElement->uiFlags |= ROAD_TILE;
|
|
}
|
|
|
|
// SET FLAGS FOR OBJECTS PEICES WHICH USE PROPER Z
|
|
if ( fUseRaisedObjectType )
|
|
{
|
|
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
|
|
}
|
|
|
|
|
|
// OFFSET SLANTED ROOFS TO HEIGHT OF WALLS
|
|
if ( uiDatabaseElem >= FIRSTROOF1 &&
|
|
uiDatabaseElem <= SECONDSLANTROOF20 )
|
|
{
|
|
//TileElement->sOffsetHeight = WALL_HEIGHT;
|
|
}
|
|
|
|
// Set flag for full 3d tiles, as well as the dynamic flag for the folliage
|
|
if ( uiDatabaseElem >= FIRSTFULLSTRUCT1 &&
|
|
uiDatabaseElem <= SECONDFULLSTRUCT12 )
|
|
{
|
|
//TileElement->uiFlags |= FULL3D_TILE;
|
|
sIndexDiff = uiDatabaseElem - gTileTypeStartIndex[ usType ];
|
|
|
|
// Every second set as dynamic
|
|
if ( ( ( sIndexDiff ) % 3 ) == 1 )
|
|
{
|
|
TileElement->uiFlags |= DYNAMIC_TILE;
|
|
}
|
|
|
|
// Set every first as full tile
|
|
if ( ( ( sIndexDiff ) % 3 ) == 0 )
|
|
{
|
|
TileElement->uiFlags |= FULL3D_TILE;
|
|
}
|
|
|
|
}
|
|
|
|
//Ignore height for cliffs ie: if we rasie the land, do not offset the cliff
|
|
if ( uiDatabaseElem >= FIRSTCLIFFHANG1 &&
|
|
uiDatabaseElem <= FIRSTCLIFFSHADOW17 )
|
|
{
|
|
if ( usType == FIRSTCLIFFHANG )
|
|
{
|
|
TileElement->uiFlags |= CLIFFHANG_TILE;
|
|
}
|
|
TileElement->uiFlags |= IGNORE_WORLD_HEIGHT;
|
|
|
|
}
|
|
|
|
if ( uiDatabaseElem >= FIRSTWALL1 &&
|
|
uiDatabaseElem <= FOURTHWALL65 )
|
|
{
|
|
TileElement->uiFlags |= WALL_TILE;
|
|
}
|
|
|
|
// Set a-frames heigher!
|
|
if ( uiDatabaseElem >= FIRSTWALL1 &&
|
|
uiDatabaseElem <= FOURTHWALL47 )
|
|
{
|
|
|
|
// Set these ones higher ( for roof pieces )
|
|
if ( uiDatabaseElem >= ( gTileTypeStartIndex[ usType ] + WALL_AFRAME_START ) &&
|
|
uiDatabaseElem <= ( gTileTypeStartIndex[ usType ] + WALL_AFRAME_END ) )
|
|
{
|
|
//TileElement->sOffsetHeight = WALL_HEIGHT;
|
|
TileElement->uiFlags |= AFRAME_TILE;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// Set UI Elements to be dynamic
|
|
if ( uiDatabaseElem >= FOOTPRINTS1 &&
|
|
uiDatabaseElem <= THIRDPOINTERS2 )
|
|
{
|
|
TileElement->uiFlags |= DYNAMIC_TILE;
|
|
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
|
|
}
|
|
|
|
// Set UI Elements to use object z level
|
|
if ( usType >= FOOTPRINTS &&
|
|
usType <= LASTUIELEM )
|
|
{
|
|
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
|
|
}
|
|
|
|
// Set UI Elements to use object z level
|
|
if ( usType >= HUMANBLOOD &&
|
|
usType <= CREATUREBLOOD )
|
|
{
|
|
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
|
|
}
|
|
|
|
|
|
// Set UI Elements to use object z level
|
|
if ( usType >= GUNS &&
|
|
usType <= P2ITEMS )
|
|
{
|
|
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
|
|
}
|
|
if ( usType == P3ITEMS )
|
|
{
|
|
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
|
|
}
|
|
|
|
if ( usType >= FIRSTEXPLDEBRIS && usType <= SECONDEXPLDEBRIS )
|
|
{
|
|
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
|
|
}
|
|
|
|
if ( uiDatabaseElem >= FIRSTDOOR1 &&
|
|
uiDatabaseElem <= FOURTHDOORSH20 )
|
|
{
|
|
//TileElement->uiFlags |= DYNAMIC_TILE;
|
|
}
|
|
|
|
// Set UI Elements to be dynamic
|
|
if ( uiDatabaseElem == MOCKFLOOR1 )
|
|
{
|
|
TileElement->uiFlags |= DYNAMIC_TILE;
|
|
|
|
}
|
|
|
|
|
|
if ( usType == BULLETTILE )
|
|
{
|
|
TileElement->uiFlags |= DYNAMIC_TILE;
|
|
}
|
|
|
|
if ( usType == WIREFRAMES )
|
|
{
|
|
//TileElement->uiFlags |= DYNAMIC_TILE;
|
|
}
|
|
|
|
// Set full tile flag for floors
|
|
if ( uiDatabaseElem >= FIRSTFLOOR1 &&
|
|
uiDatabaseElem <= FOURTHFLOOR8 )
|
|
{
|
|
TileElement->ubFullTile = 1;
|
|
}
|
|
|
|
if ( uiDatabaseElem >= FIRSTTEXTURE1 &&
|
|
uiDatabaseElem <= DEEPWATERTEXTURE10 )
|
|
{
|
|
// Set tile 'fullness' attribute
|
|
TileElement->ubFullTile = gFullBaseTileValues[ uiDatabaseElem ];
|
|
}
|
|
|
|
if ( usType >= FIRSTONROOF && usType <= SECONDONROOF )
|
|
{
|
|
// Set height!
|
|
//TileElement->sOffsetHeight = WALL_HEIGHT;
|
|
}
|
|
|
|
// anv: ok, as far as I understand here, specific elements of water surface are set to FLAT_GROUND instead of LOW_WATER (edges technically are part of water surface, but mercs can walk on them)
|
|
// E50 || uiDatabaseElem == REGWATERTEXTURE || seems to a bug, REGWATERTEXTURE is a tile type, not tile element and would overwrite part of first surface instead
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//
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if ( uiDatabaseElem >= REGWATERTEXTURE18 && uiDatabaseElem <= REGWATERTEXTURE50 ||
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uiDatabaseElem == REGWATERTEXTURE12 || uiDatabaseElem == REGWATERTEXTURE14 || uiDatabaseElem == REGWATERTEXTURE16 )
|
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{
|
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TileElement->ubTerrainID = FLAT_GROUND;
|
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}
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else if( uiDatabaseElem >= REGWATERTEXTURE1 && uiDatabaseElem <= REGWATERTEXTURE18 )
|
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{
|
|
// we set properties for water edges, but need to disable them for proper water tiles
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if(gGameExternalOptions.fAdditionalTileProperties)
|
|
{
|
|
TileElement->bWoodCamoAffinity = 0;
|
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TileElement->bDesertCamoAffinity = 0;
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TileElement->bUrbanCamoAffinity = 0;
|
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TileElement->bSnowCamoAffinity = 0;
|
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TileElement->bSoundModifier = 0;
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TileElement->bCamoStanceModifer= 0;
|
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TileElement->bStealthDifficultyModifer = 0;
|
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TileElement->uiAdditionalFlags = 0;
|
|
}
|
|
}
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|
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if ( ( usType >= FIRSTROOF && usType <= SECONDSLANTROOF ) || usType == FIRSTHIGHROOF || usType == SECONDHIGHROOF )
|
|
{
|
|
TileElement->uiFlags |= ROOF_TILE;
|
|
}
|
|
}
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|
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|
|
// Madd: sets the giNumberOfTiles variable
|
|
void SetNumberOfTiles()
|
|
{
|
|
giNumberOfTiles = P4ITEM1 + ((gGameExternalOptions.ubNumPItems - 3) * 5000);
|
|
giNumberOfTileTypes = P4ITEMS + (gGameExternalOptions.ubNumPItems - 3);
|
|
}
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|