hedgewars/uConsts.pas
author Wuzzy <almikes@aol.com>
Tue, 12 Apr 2016 23:06:49 +0200
changeset 11709 cea5418c1af6
parent 11589 c453620cc6d6
child 11836 1d41f297b3d3
permissions -rw-r--r--
Construction Mode: Make weapon names match en.txt
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uConsts;
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interface
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uses    SDLh, uFloat, GLunit;
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{$INCLUDE "config.inc"}
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const
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    HaltNoError         =  0;
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    HaltUsageError      =  1;
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    HaltFatalError      =  2;
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    HaltStartupError    =  3;
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    HaltFatalErrorNoIPC =  4;
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    // for automatic tests
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    HaltTestSuccess     =  0;
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    HaltTestFailed      =  10;
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    HaltTestLuaError    =  11;
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    HaltTestUnexpected  =  12;
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    sfMax = 1000;
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    // message constants
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    errmsgCreateSurface   = 'Error creating SDL surface';
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    errmsgTransparentSet  = 'Error setting transparent color';
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    errmsgUnknownCommand  = 'Unknown command';
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    errmsgUnknownVariable = 'Unknown variable';
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    errmsgIncorrectUse    = 'Incorrect use';
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    errmsgShouldntRun     = 'This program shouldn''t be run manually';
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    errmsgWrongNumber     = 'Wrong parameters number';
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    errmsgLuaTestTerm     = 'WARNING: Lua test terminated before the test was properly finished with EndLuaTest()!';
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    msgLoading           = 'Loading ';
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    msgOK                = 'ok';
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    msgFailed            = 'failed';
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    msgFailedSize        = 'failed due to size';
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    msgGettingConfig     = 'Getting game config...';
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    // camera movement multipliers
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    cameraKeyboardSpeed : ShortInt = 10;
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    // color constants
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    cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; a:$FF);
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    cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; a:$FF);
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    cWhiteColor           : Longword = $FFFFFFFF;
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    cYellowColor          : Longword = $FFFFFF00;
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    cNearBlackColor       : Longword = $FF000010;
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{$WARNINGS OFF}
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    cAirPlaneSpeed: hwFloat = (isNegative: false; QWordValue:   3006477107); // 1.4
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    cBombsSpeed   : hwFloat = (isNegative: false; QWordValue:    429496729);
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{$WARNINGS ON}
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    // reducedquality flags
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    rqNone        = $00000000;  // don't reduce quality
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    rqLowRes      = $00000001;  // use half land array
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    rqBlurryLand  = $00000002;  // downscaled terrain
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    rqNoBackground= $00000004;  // don't draw background
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    rqSimpleRope  = $00000008;  // draw rope using lines only
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    rq2DWater     = $00000010;  // disable 3D water effect
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    rqAntiBoom    = $00000020;  // no fancy explosion effects
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    rqKillFlakes  = $00000040;  // no flakes
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    rqSlowMenu    = $00000080;  // ammomenu appears with no animation
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    rqPlainSplash = $00000100;  // no droplets
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    rqClampLess   = $00000200;  // don't clamp textures
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    rqTooltipsOff = $00000400;  // tooltips are not drawn
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    rqDesyncVBlank= $00000800;  // don't sync on vblank
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    // image flags (for LoadImage())
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    ifNone        = $00000000;  // nothing special
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    ifAlpha       = $00000001;  // use alpha channel (unused right now?)
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    ifCritical    = $00000002;  // image is critical for gameplay (exit game if unable to load)
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    ifTransparent = $00000004;  // image uses transparent pixels (color keying)
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    ifIgnoreCaps  = $00000008;  // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL)
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    // texture priority (allows OpenGL to keep frequently used textures in video memory more easily)
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    tpLowest      = 0.00;
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    tpLow         = 0.25;
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    tpMedium      = 0.50;
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    tpHigh        = 0.75;
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    tpHighest     = 1.00;
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// To allow these to layer, going to treat them as masks. The bottom byte is reserved for objects
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// TODO - set lfBasic for all solid land, ensure all uses of the flags can handle multiple flag bits
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// lfObject and lfBasic are only to be different *graphically*  in all other ways they should be treated the same
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    lfBasic          = $8000;  // black
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    lfIndestructible = $4000;  // red
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    lfObject         = $2000;  // white
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    lfDamaged        = $1000;  //
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    lfIce            = $0800;  // blue
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    lfBouncy         = $0400;  // green
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    lfLandMask       = $FF00;  // upper byte is used for terrain, not objects.
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    lfCurrentHog     = $0080;  // CurrentHog.  It is also used to flag crates, for convenience of AI.  Since an active hog would instantly collect the crate, this does not impact play
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    lfNotCurrentMask = $FF7F;  // inverse of above. frequently used
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    lfObjMask        = $007F;  // lower 7 bits used for hogs and explosives and mines 
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    lfNotObjMask     = $FF80;  // inverse of above.
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c453620cc6d6 Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
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// breaking up hogs would makes it easier to differentiate 
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// colliding with a hog from colliding with other things
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// if overlapping hogs are less common than objects, the division can be altered.
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   124
// 3 bits for objects, 4 for hogs, that is, overlap 7 barrels/mines before possible dents, and 15 hogs.
c453620cc6d6 Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents: 11058
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   125
    lfHHMask         = $000F;  // lower 4 bits used only for hogs
c453620cc6d6 Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents: 11058
diff changeset
   126
    lfNotHHObjMask   = $0070;  // next 3 bits used for non-hog things
c453620cc6d6 Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents: 11058
diff changeset
   127
    lfNotHHObjShift  = 4;
c453620cc6d6 Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents: 11058
diff changeset
   128
    lfNotHHObjSize   = lfNotHHObjMask shr lfNotHHObjShift;  
c453620cc6d6 Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents: 11058
diff changeset
   129
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   130
    // lower byte is for objects.
4feced261c68 partial merge of the webgl branch
koda
parents: 9998 9950
diff changeset
   131
    // consists of 0-127 counted for object checkins and $80 as a bit flag for current hog.
8751
4609823efc94 More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
nemo
parents: 8744
diff changeset
   132
    lfAllObjMask     = $00FF;  // lfCurrentHog or lfObjMask
4609823efc94 More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
nemo
parents: 8744
diff changeset
   133
8744
6c87486fd89b Add some flags for a few of the magic Land values
nemo
parents: 8346
diff changeset
   134
11589
c453620cc6d6 Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents: 11058
diff changeset
   135
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unc0rr
parents: 2947
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   136
    cMaxPower     = 1500;
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unc0rr
parents: 2947
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   137
    cMaxAngle     = 2048;
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unc0rr
parents: 2947
diff changeset
   138
    cPowerDivisor = 1500;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2697
diff changeset
   139
2948
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unc0rr
parents: 2947
diff changeset
   140
    MAXNAMELEN = 192;
4396
3cfd2e15464a After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
nemo
parents: 4385
diff changeset
   141
    MAXROPEPOINTS = 3840;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3689
diff changeset
   142
6891
ab9843957664 Improve rendering of function types, ranges, and more
unc0rr
parents: 6797
diff changeset
   143
    {$IFNDEF PAS2C}
2948
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unc0rr
parents: 2947
diff changeset
   144
    // some opengl headers do not have these macros
3493
2adbae321127 fix iphone version for map preview
koda
parents: 3491
diff changeset
   145
    GL_BGR              = $80E0;
2adbae321127 fix iphone version for map preview
koda
parents: 3491
diff changeset
   146
    GL_BGRA             = $80E1;
2adbae321127 fix iphone version for map preview
koda
parents: 3491
diff changeset
   147
    GL_CLAMP_TO_EDGE    = $812F;
2adbae321127 fix iphone version for map preview
koda
parents: 3491
diff changeset
   148
    GL_TEXTURE_PRIORITY = $8066;
6891
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unc0rr
parents: 6797
diff changeset
   149
    {$ENDIF}
3697
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koda
parents: 3689
diff changeset
   150
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unc0rr
parents: 2947
diff changeset
   151
    cVisibleWater       : LongInt = 128;
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unc0rr
parents: 2947
diff changeset
   152
    cTeamHealthWidth    : LongInt = 128;
2163
12730f5e79b9 koda's patch fixing some iphone port troubles (color, mouse)
unc0rr
parents: 2153
diff changeset
   153
2948
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unc0rr
parents: 2947
diff changeset
   154
    cifRandomize = $00000001;
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unc0rr
parents: 2947
diff changeset
   155
    cifTheme     = $00000002;
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unc0rr
parents: 2947
diff changeset
   156
    cifMap       = $00000002; // either theme or map (or map+theme)
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unc0rr
parents: 2947
diff changeset
   157
    cifAllInited = cifRandomize or cifTheme or cifMap;
55
e09f7c952a40 Send run parameters by cmd line, game parameters by IPC... breaks network game
unc0rr
parents: 53
diff changeset
   158
5441
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5366
diff changeset
   159
    RGB_LUMINANCE_RED    = 0.212671;
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5366
diff changeset
   160
    RGB_LUMINANCE_GREEN  = 0.715160;
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5366
diff changeset
   161
    RGB_LUMINANCE_BLUE   = 0.072169;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   162
4406
beb4de0af990 Increase teams to 8 to match the 8 colours, fix issue #108, reenable rope length modifier
nemo
parents: 4396
diff changeset
   163
    cMaxTeams        = 8;
2948
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unc0rr
parents: 2947
diff changeset
   164
    cMaxHHIndex      = 7;
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unc0rr
parents: 2947
diff changeset
   165
    cMaxHHs          = 48;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   166
10499
0d8016085108 modestly randomise dab, bump points again.
nemo
parents: 10483
diff changeset
   167
    cMaxEdgePoints = 32768;
22
517be8dc5b76 - Fixed spawning boxes under water
unc0rr
parents: 17
diff changeset
   168
2948
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unc0rr
parents: 2947
diff changeset
   169
    cHHRadius = 9;
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unc0rr
parents: 2947
diff changeset
   170
    cHHStepTicks = 29;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 495
diff changeset
   171
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unc0rr
parents: 2947
diff changeset
   172
    cHHZ = 1000;
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unc0rr
parents: 2947
diff changeset
   173
    cCurrHHZ = Succ(cHHZ);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   174
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unc0rr
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diff changeset
   175
    cBarrelHealth = 60;
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unc0rr
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diff changeset
   176
    cShotgunRadius = 22;
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unc0rr
parents: 2947
diff changeset
   177
    cBlowTorchC    = 6;
7416
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7400
diff changeset
   178
    cakeDmg =   75;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 495
diff changeset
   179
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7996
diff changeset
   180
    cKeyMaxIndex = 1600;
7191
9419294e5f33 first attempt at implementing support for keys with modifiers
Xeli
parents: 6982
diff changeset
   181
    cKbdMaxIndex = 65536;//need more room for the modifier keys
6917
4889c2b779b4 - change uKeys to be event based rather than polling
Xeli
parents: 6891
diff changeset
   182
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6975
diff changeset
   183
    cFontBorder = 2;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   184
11058
b91667fd6f20 Lua API: SetMaxBuildDistance([ distInPx ]) -- set to 0 for no limit; call with no param to reset to default
sheepluva
parents: 11046
diff changeset
   185
    cDefaultBuildMaxDist = 256;
b91667fd6f20 Lua API: SetMaxBuildDistance([ distInPx ]) -- set to 0 for no limit; call with no param to reset to default
sheepluva
parents: 11046
diff changeset
   186
3737
2ba6ac8a114b reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents: 3734
diff changeset
   187
    // do not change this value
3668
3f7a95234d8a tap to play piano notes, fix for audio and pause glitch
koda
parents: 3667
diff changeset
   188
    cDefaultZoomLevel = 2.0;
3737
2ba6ac8a114b reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents: 3734
diff changeset
   189
7996
66e8ac9c2274 Try to beat AI in Mutant!
unc0rr
parents: 7974
diff changeset
   190
    // game flags
3743
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   191
    gfAny                = $FFFFFFFF;
4000
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   192
    gfOneClanMode        = $00000001;           // used in trainings
3999
411e71912f4c restore king mode
koda
parents: 3991
diff changeset
   193
    gfMultiWeapon        = $00000002;           // used in trainings
3743
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   194
    gfSolidLand          = $00000004;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   195
    gfBorder             = $00000008;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   196
    gfDivideTeams        = $00000010;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   197
    gfLowGravity         = $00000020;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   198
    gfLaserSight         = $00000040;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   199
    gfInvulnerable       = $00000080;
4099
af612377fcba health reset mode ftw (replaces gfmines)
koda
parents: 4042
diff changeset
   200
    gfResetHealth        = $00000100;
3743
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   201
    gfVampiric           = $00000200;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   202
    gfKarma              = $00000400;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   203
    gfArtillery          = $00000800;
4000
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   204
    gfForts              = $00001000;
3743
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   205
    gfRandomOrder        = $00002000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   206
    gfKing               = $00004000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   207
    gfPlaceHog           = $00008000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   208
    gfSharedAmmo         = $00010000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   209
    gfDisableGirders     = $00020000;
4000
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   210
    gfDisableLandObjects = $00040000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   211
    gfAISurvival         = $00080000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   212
    gfInfAttack          = $00100000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   213
    gfResetWeps          = $00200000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   214
    gfPerHogAmmo         = $00400000;
4776
ab956d4647a4 set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
sheepluva
parents: 4406
diff changeset
   215
    gfDisableWind        = $00800000;
4272
cf18de7ea3d4 engine side of a more wind patch. no frontend hook. just want to check it in to pull it from another machine
nemo
parents: 4246
diff changeset
   216
    gfMoreWind           = $01000000;
5016
9347d82a26cc added game mode Tag Team, mostly untested, please test :)
Henek
parents: 4976
diff changeset
   217
    gfTagTeam            = $02000000;
5717
6d513913b7a9 Add option for a bottom border. Needs testing.
nemo
parents: 5441
diff changeset
   218
    gfBottomBorder       = $04000000;
9387
6478ed9ead25 gfShoppaBorder
unc0rr
parents: 9311
diff changeset
   219
    gfShoppaBorder       = $08000000;
2948
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unc0rr
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diff changeset
   220
    // NOTE: When adding new game flags, ask yourself
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
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diff changeset
   221
    // if a "game start notice" would be useful. If so,
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unc0rr
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diff changeset
   222
    // add one in uWorld.pas - look for "AddGoal".
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   223
7996
66e8ac9c2274 Try to beat AI in Mutant!
unc0rr
parents: 7974
diff changeset
   224
    // gear states
2948
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unc0rr
parents: 2947
diff changeset
   225
    gstDrowning       = $00000001;
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unc0rr
parents: 2947
diff changeset
   226
    gstHHDriven       = $00000002;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2947
diff changeset
   227
    gstMoving         = $00000004;
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unc0rr
parents: 2947
diff changeset
   228
    gstAttacked       = $00000008;
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unc0rr
parents: 2947
diff changeset
   229
    gstAttacking      = $00000010;
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unc0rr
parents: 2947
diff changeset
   230
    gstCollision      = $00000020;
10818
f642a28cab0c Add placement of airmines in engine outside of hog proximity. Has a bug, only protecting 1st team. Also fix a spelling error and rename gstHHChooseTarget to gstChooseTarget
nemo
parents: 10789
diff changeset
   231
    gstChooseTarget   = $00000040;
2948
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unc0rr
parents: 2947
diff changeset
   232
    gstHHJumping      = $00000100;
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unc0rr
parents: 2947
diff changeset
   233
    gsttmpFlag        = $00000200;
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unc0rr
parents: 2947
diff changeset
   234
    gstHHThinking     = $00000800;
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unc0rr
parents: 2947
diff changeset
   235
    gstNoDamage       = $00001000;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2947
diff changeset
   236
    gstHHHJump        = $00002000;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2947
diff changeset
   237
    gstAnimation      = $00004000;
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unc0rr
parents: 2947
diff changeset
   238
    gstHHDeath        = $00008000;
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unc0rr
parents: 2947
diff changeset
   239
    gstWinner         = $00010000;  // this, along with gstLoser, is good for indicating hedgies know they screwed up
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2947
diff changeset
   240
    gstWait           = $00020000;
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unc0rr
parents: 2947
diff changeset
   241
    gstNotKickable    = $00040000;
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unc0rr
parents: 2947
diff changeset
   242
    gstLoser          = $00080000;
3310
e6e9b811d32f Engine:
smxx
parents: 3287
diff changeset
   243
    gstHHGone         = $00100000;
5348
0bc81de36e08 Don't draw snow flakes spawned in land, introduce gstInvisible flag
unc0rr
parents: 5316
diff changeset
   244
    gstInvisible      = $00200000;
9026
f6074540bab2 Add gstFrozen state to mines/gears in range on frozen land creation, and set the mines to dud state. gstFrozen does nothing yet. Visually or otherwise.
nemo
parents: 8992
diff changeset
   245
    gstSubmersible    = $00400000;
f6074540bab2 Add gstFrozen state to mines/gears in range on frozen land creation, and set the mines to dud state. gstFrozen does nothing yet. Visually or otherwise.
nemo
parents: 8992
diff changeset
   246
    gstFrozen         = $00800000;
10789
acbf69e2e5cf experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents: 10717
diff changeset
   247
    gstNoGravity      = $01000000;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   248
7996
66e8ac9c2274 Try to beat AI in Mutant!
unc0rr
parents: 7974
diff changeset
   249
    // gear messages
7400
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   250
    gmLeft           = $00000001;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   251
    gmRight          = $00000002;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   252
    gmUp             = $00000004;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   253
    gmDown           = $00000008;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   254
    gmSwitch         = $00000010;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   255
    gmAttack         = $00000020;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   256
    gmLJump          = $00000040;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   257
    gmHJump          = $00000080;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   258
    gmDestroy        = $00000100;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   259
    gmSlot           = $00000200; // with param
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
diff changeset
   260
    gmWeapon         = $00000400; // with param
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents: 7293
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    gmTimer          = $00000800; // with param
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
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    gmAnimate        = $00001000; // with param
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nemo
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    gmPrecise        = $00002000;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
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   264
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
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    gmRemoveFromList = $00004000;
09427dbec1d8 Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
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    gmAddToList      = $00008000;
7517
f287f00063e8 Allow scripting to delete gears
nemo
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    gmDelete         = $00010000;
3894
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smaxx
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    gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise;
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unc0rr
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   269
3485
ab91c56a9050 Engine (Henek):
smxx
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    cMaxSlotIndex       = 9;
2948
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unc0rr
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    cMaxSlotAmmoIndex   = 5;
8330
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koda
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7996
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unc0rr
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    // ai hints
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    aihUsualProcessing    = $00000000;
66e8ac9c2274 Try to beat AI in Mutant!
unc0rr
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    aihDoesntMatter       = $00000001;
8330
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koda
parents: 8026 8325
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   276
7996
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unc0rr
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    // ammo properties
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    ammoprop_Timerable    = $00000001;
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    ammoprop_Power        = $00000002;
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    ammoprop_NeedTarget   = $00000004;
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    ammoprop_ForwMsgs     = $00000008;
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    ammoprop_AttackInMove = $00000010;
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49bca2fabbd3 Oh, dudes :(
unc0rr
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   283
    ammoprop_DoesntStopTimerWhileAttacking
49bca2fabbd3 Oh, dudes :(
unc0rr
parents: 9387
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   284
                          = $00000020;
2948
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unc0rr
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    ammoprop_NoCrosshair  = $00000040;
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unc0rr
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    ammoprop_AttackingPut = $00000080;
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unc0rr
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    ammoprop_DontHold     = $00000100;
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unc0rr
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    ammoprop_AltAttack    = $00000200;
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unc0rr
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    ammoprop_AltUse       = $00000400;
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unc0rr
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    ammoprop_NotBorder    = $00000800;
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   291
    ammoprop_Utility      = $00001000;
3037
ab6e949eb5cb Rename current things called utilities to Effects (since they impact game state / flags w/o using a gear) and add a bunch of things that don't cause damage and are just used to move to Utility crate.
nemo
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   292
    ammoprop_Effect       = $00002000;
5316
191cd6c06203 Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
nemo
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   293
    ammoprop_SetBounce    = $00004000;
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koda
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   294
    ammoprop_NeedUpDown   = $00008000;//Used by TouchInterface to show or hide up/down widgets
7197
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7191
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   295
    ammoprop_OscAim       = $00010000;
5a9775b97c7e - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents: 7191
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   296
    ammoprop_NoMoveAfter  = $00020000;
7416
2f2f78fc65a3 AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents: 7400
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   297
    ammoprop_Track        = $00040000;
9573
49bca2fabbd3 Oh, dudes :(
unc0rr
parents: 9387
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   298
    ammoprop_DoesntStopTimerInMultiShoot
49bca2fabbd3 Oh, dudes :(
unc0rr
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                          = $00080000;
4828
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unc0rr
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   300
    ammoprop_NoRoundEnd   = $10000000;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3689
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   301
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unc0rr
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    AMMO_INFINITE = 100;
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unc0rr
parents: 2
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   303
7996
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unc0rr
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   304
    // explosion flags
6765
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nemo
parents: 6700
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   305
    //EXPLAllDamageInRadius = $00000001;  Completely unused for ages
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unc0rr
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   306
    EXPLAutoSound         = $00000002;
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   307
    EXPLNoDamage          = $00000004;
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   308
    EXPLDoNotTouchHH      = $00000008;
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unc0rr
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   309
    EXPLDontDraw          = $00000010;
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smxx
parents: 2989
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   310
    EXPLNoGfx             = $00000020;
3383
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mbait
parents: 3382
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   311
    EXPLPoisoned          = $00000040;
3712
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smaxx
parents: 3710
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   312
    EXPLDoNotTouchAny     = $00000080;
42
72ffe21f027c - Fixed console behavior
unc0rr
parents: 39
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   313
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unc0rr
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   314
    posCaseAmmo    = $00000001;
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unc0rr
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   315
    posCaseHealth  = $00000002;
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unc0rr
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   316
    posCaseUtility = $00000004;
5313
5e18eaef65d0 now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Henek
parents: 5016
diff changeset
   317
    posCaseDummy   = $00000008;
5343
ff7ecf483759 fake crates now with complementary poison
Henek
parents: 5316
diff changeset
   318
    posCaseExplode = $00000010;
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Henek
parents: 5316
diff changeset
   319
    posCasePoison  = $00000020;
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unc0rr
parents: 2
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   320
10506
325f7bb60580 fix health crate collision
sheepluva
parents: 10499
diff changeset
   321
    cCaseHealthRadius = 14;
325f7bb60580 fix health crate collision
sheepluva
parents: 10499
diff changeset
   322
9249
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nemo
parents: 9080
diff changeset
   323
    // hog tag mask
7b8c82785145 Configuration for tag display default
nemo
parents: 9080
diff changeset
   324
    //htNone        = $00;
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nemo
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   325
    htTeamName    = $01;
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nemo
parents: 9080
diff changeset
   326
    htName        = $02;
7b8c82785145 Configuration for tag display default
nemo
parents: 9080
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   327
    htHealth      = $04;
7b8c82785145 Configuration for tag display default
nemo
parents: 9080
diff changeset
   328
    htTransparent = $08;
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nemo
parents: 9080
diff changeset
   329
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unc0rr
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   330
    NoPointX = Low(LongInt);
9521
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koda
parents: 9127 9387
diff changeset
   331
    cTargetPointRef : TPoint = (x: NoPointX; y: 0);
4
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unc0rr
parents: 2
diff changeset
   332
8204
9a6030d96273 GCI2012: Convert uMobile into a Callback Record
Rowan D
parents: 8145
diff changeset
   333
    kSystemSoundID_Vibrate = $00000FFF;
9a6030d96273 GCI2012: Convert uMobile into a Callback Record
Rowan D
parents: 8145
diff changeset
   334
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10307
diff changeset
   335
    cMinPlayWidth = 200;
10661
0da243c01bde world edge tweakes/fixes
sheepluva
parents: 10626
diff changeset
   336
    cWorldEdgeDist = 200;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10307
diff changeset
   337
4
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unc0rr
parents: 2
diff changeset
   338
implementation
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   339
3145
a9af6bf223cf Birdy's falling feathers
mbait
parents: 3142
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   340
end.