hedgewars/uConsts.pas
author Wuzzy <Wuzzy2@mail.ru>
Fri, 31 Aug 2018 21:22:12 +0200
changeset 13727 eeeea1cfaf08
parent 13663 91d48cbae927
child 13787 c859de6eb04e
child 13882 d82c580b6596
permissions -rw-r--r--
Backed out changeset a62408ee8281. Allowing HedgewarsScriptLoad to not stop if script is missing is dumb
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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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    HDPIScaleFactor     =  1;
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    // application return codes
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    HaltNoError         =  0; // Hedgewars quits normally
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    // error codes are placed in range 50-99 because that way then don't overlap with run-time errors of pascal
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    // see https://www.freepascal.org/docs-html/user/userap4.html
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    HaltUsageError      =  51; // Hedgewars was invoked incorrectly (e.g. bad command-line parameter)
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    HaltFatalError      =  52; // Fatal internal error. See logs for more. Also reports error to frontend
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    HaltStartupError    =  53; // Failure loading critical resources
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    HaltFatalErrorNoIPC =  54; // Fatal internal error, IPC socket is not available
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    HaltVideoRec        =  55; // Failure while video recording
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    // for automatic tests
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    HaltTestSuccess     =  0;  // Test result: success
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    HaltTestFailed      =  60; // Test result: failed
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    HaltTestLuaError    =  61; // Lua runtime error
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    HaltTestUnexpected  =  62; // Unexpected error
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    // maximum ScreenFadeValue
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    sfMax = 1000;
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    // log 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; // white
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    cNearBlackColor       : Longword = $FF000010; // nearly black
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    capcolDefault         : Longword = $FFFFFFFF; // default caption color
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    capcolSetting         : Longword = $FFCCCCCC; // caption color for changing client setting like volume or auto camera
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    cCentralMessageColor  : Longword = $FFFFFF00; // color of message in center of screen like quit or pause
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{$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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    // TODO: discuss whether ifAlpha and ifColorKey are actually needed and if and where we want to support which colorkeys
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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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    ifColorKey    = $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;  // normal destructible terrain (mask.png: black)
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    lfIndestructible = $4000;  // indestructible terrain (mask.png: red)
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    lfObject         = $2000;  // destructible terrain, land object (mask.png: white)
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    lfDamaged        = $1000;  //
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    lfIce            = $0800;  // icy terrain (mask.png: blue)
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    lfBouncy         = $0400;  // bouncy terrain (mask.png: green)
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    lfLandMask       = $FF00;  // upper byte is used for terrain, not objects.
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    lfCurHogCrate    = $0080;  // CurrentHedgehog, and crates, for convenience of AI.  Since an active hog would instantly collect the crate, this does not impact playj
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    lfNotCurHogCrate = $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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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 
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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   135
// colliding with a hog from colliding with other things
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   136
// if overlapping hogs are less common than objects, the division can be altered.
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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   137
// 3 bits for objects, 4 for hogs, that is, overlap 7 barrels/mines before possible dents, and 15 hogs.
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    lfHHMask         = $000F;  // lower 4 bits used only for hogs
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    lfNotHHObjMask   = $0070;  // next 3 bits used for non-hog things
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    lfNotHHObjShift  = 4;
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    lfNotHHObjSize   = lfNotHHObjMask shr lfNotHHObjShift;  
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    // lower byte is for objects.
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    // consists of 0-127 counted for object checkins and $80 as a bit flag for current hog.
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f1d349a52bc7 Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
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    lfAllObjMask     = $00FF;  // lfCurHogCrate or lfObjMask
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.
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    lfAll            = $FFFF;  // everything
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    cMaxPower     = 1500; // maximum power value for ammo that powers up
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    cMaxAngle     = 2048; // maximum positive value for Gear angle
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    cPowerDivisor = 1500;
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    MAXNAMELEN = 192;
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3cfd2e15464a After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
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    MAXROPEPOINTS = 3840;
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    {$IFNDEF PAS2C}
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    // some opengl headers do not have these macros
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    GL_BGR              = $80E0;
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    GL_BGRA             = $80E1;
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    GL_CLAMP_TO_EDGE    = $812F;
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    GL_TEXTURE_PRIORITY = $8066;
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    {$ENDIF}
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    cVisibleWater       : LongInt = 128;
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    cTeamHealthWidth    : LongInt = 128;
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12730f5e79b9 koda's patch fixing some iphone port troubles (color, mouse)
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   168
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    cifRandomize = $00000001;
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    cifTheme     = $00000002;
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    cifMap       = $00000002; // either theme or map (or map+theme)
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    cifAllInited = cifRandomize or cifTheme or cifMap;
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    RGB_LUMINANCE_RED    = 0.212671;
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    RGB_LUMINANCE_GREEN  = 0.715160;
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    RGB_LUMINANCE_BLUE   = 0.072169;
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    // hedgehog info
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    cMaxTeams        = 8; // maximum number of teams
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    cMaxHHIndex      = 7; // maximum hedgehog index (counting starts at 0)
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    cMaxHHs          = cMaxTeams * (cMaxHHIndex+1); // maximum number of hogs
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   183
    cClanColors      = 9; // number of possible clan colors
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    cMaxEdgePoints = 32768;
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517be8dc5b76 - Fixed spawning boxes under water
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    cHHRadius = 9; // hedgehog radius
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    cHHStepTicks = 29;
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    cMaxHogHealth : LongInt = High(LongInt) div (cMaxHHIndex+1); // maximum hedgehog health
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f7cbf7d8298d Cap hedgehog health to prevent overflow bugs
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    // Z levels
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    cHHZ = 1000;
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    cCurrHHZ = Succ(cHHZ);
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    // some gear constants
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   197
    cBarrelHealth = 60;  // initial barrel health
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    cShotgunRadius = 22; // radius of land a shotgun shot destroys
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    cBlowTorchC    = 6;  // blow torch gear radius component (added to cHHRadius to get the full radius)
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    cakeDmg =   75;      // default cake damage
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    // key stuff
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    cKeyMaxIndex = 1600;
7191
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    cKbdMaxIndex = 65536;//need more room for the modifier keys
6917
4889c2b779b4 - change uKeys to be event based rather than polling
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    // font stuff
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nemo
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    cFontBorder = 2 * HDPIScaleFactor;
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    cFontPadding = 2 * HDPIScaleFactor;
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    cDefaultBuildMaxDist = 256; // default max. building distance with girder/rubber
11058
b91667fd6f20 Lua API: SetMaxBuildDistance([ distInPx ]) -- set to 0 for no limit; call with no param to reset to default
sheepluva
parents: 11046
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   211
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    ExtraTime = 30000; // amount of time (ms) given for using Extra Time
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koda
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    // do not change this value
3668
3f7a95234d8a tap to play piano notes, fix for audio and pause glitch
koda
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    cDefaultZoomLevel = 2.0;
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    // game flags
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    gfAny                = $FFFFFFFF; // mask for all possible gameflags
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    gfOneClanMode        = $00000001; // Game does not end if there's only one clan in play. For missions
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    gfMultiWeapon        = $00000002; // Enter multishoot mode after attack with infinite shots. For target practice
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    gfSolidLand          = $00000004; // (almost) indestrutible land
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   222
    gfBorder             = $00000008; // border at top, left and right
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    gfDivideTeams        = $00000010; // each clan spawns their hogs on own side of terrain
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   224
    gfLowGravity         = $00000020; // low gravity
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   225
    gfLaserSight         = $00000040; // laser sight for all
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   226
    gfInvulnerable       = $00000080; // invulerable for all
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   227
    gfResetHealth        = $00000100; // heal hogs health up to InitialHealth each turn
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    gfVampiric           = $00000200; // vampirism for all
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   229
    gfKarma              = $00000400; // receive damage you deal
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   230
    gfArtillery          = $00000800; // hogs can't walk
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    gfSwitchHog          = $00001000; // free switch hog at turn start
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    gfRandomOrder        = $00002000; // hogs play in random order
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   233
    gfKing               = $00004000; // King Mode
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   234
    gfPlaceHog           = $00008000; // place all hogs at game start
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    gfSharedAmmo         = $00010000; // ammo is shared per-clan
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   236
    gfDisableGirders     = $00020000; // disable land girders
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   237
    gfDisableLandObjects = $00040000; // disable land objects
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   238
    gfAISurvival         = $00080000; // AI is revived
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   239
    gfInfAttack          = $00100000; // infinite attack
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   240
    gfResetWeps          = $00200000; // reset weapons each turn
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   241
    gfPerHogAmmo         = $00400000; // each hog has its own ammo
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   242
    gfDisableWind        = $00800000; // don't automatically change wind
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   243
    gfMoreWind           = $01000000; // wind influences most gears
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   244
    gfTagTeam            = $02000000; // hogs of same clan share their turn time
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   245
    gfBottomBorder       = $04000000; // border at bottom
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   246
    gfShoppaBorder       = $08000000; // Surround terrain with fancy "security border". Pure eye candy
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   247
    // NOTE: When adding new game flags, ask yourself
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    // if a "game start notice" would be useful. If so,
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   249
    // add one in uWorld.pas - look for "AddGoal".
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   250
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    // gear states
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    gstDrowning       = $00000001; // drowning
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    gstHHDriven       = $00000002; // hog is controlled by current player
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    gstMoving         = $00000004; // moving
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   255
    gstAttacked       = $00000008; // after attack
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   256
    gstAttacking      = $00000010; // while attacking
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   257
    gstCollision      = $00000020; // it has *just* collided
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    gstChooseTarget   = $00000040; // choosing target
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   259
    gstHHJumping      = $00000100; // hog is doing long jump
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    gsttmpFlag        = $00000200; // temporary wildcard flag, use it for anything you want
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    gstHHThinking     = $00000800; // AI hog is thinking
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    gstNoDamage       = $00001000; // gear is immune to damage
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   263
    gstHHHJump        = $00002000; // hog is doing high jump
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   264
    gstAnimation      = $00004000; // hog is playing an animation
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   265
    gstHHDeath        = $00008000; // hog is dying
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   266
    gstWinner         = $00010000; // indicates if hog did well
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    gstWait           = $00020000;
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    gstNotKickable    = $00040000; // gear cannot be pushed by forces
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   269
    gstLoser          = $00080000; // indicates if hog screwed up
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    gstHHGone         = $00100000; // hog is gone (teamgone event)
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   271
    gstInvisible      = $00200000; // invisible
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    gstSubmersible    = $00400000; // can survive in water
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    gstFrozen         = $00800000; // frozen
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    gstNoGravity      = $01000000; // ignores gravity
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    // gear messages
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   277
    gmLeft           = $00000001; // left
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   278
    gmRight          = $00000002; // right
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   279
    gmUp             = $00000004; // up
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   280
    gmDown           = $00000008; // down
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   281
    gmSwitch         = $00000010; // switch hedgehog
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   282
    gmAttack         = $00000020; // attack
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   283
    gmLJump          = $00000040; // long jump
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   284
    gmHJump          = $00000080; // high jump
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   285
    gmDestroy        = $00000100; // request to self-destruct
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   286
    gmSlot           = $00000200; // slot key; with param
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   287
    gmWeapon         = $00000400; // direct weapon selection (SetWeapon); with param
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    gmTimer          = $00000800; // set timer; with param
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   289
    gmAnimate        = $00001000; // start animation; with param
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   290
    gmPrecise        = $00002000; // precise aim
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    // gmAddToList and gmRemoveFromList are used when changing order of gears in the gear list. They are used together when changing a gear's Z (drawing order)
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   293
    gmRemoveFromList = $00004000; // remove gear from gear list
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   294
    gmAddToList      = $00008000; // add gear to gear list
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   295
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   296
    gmDelete         = $00010000; // delete gear
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   297
    gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise;
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   298
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   299
    // ammo slots
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   300
    cMaxSlotIndex       = 10; // maximum slot index (including hidden slot) (row in ammo menu)
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    cHiddenSlotIndex    = cMaxSlotIndex; // slot for hidden ammo types, not visible and has no key
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    cMaxSlotAmmoIndex   = 6; // maximum index for ammos per slot (column in ammo menu)
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   303
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   304
    // AI hints to be set for any gear
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   305
    aihUsualProcessing    = $00000000; // treat gear as usual
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   306
    aihDoesntMatter       = $00000001; // ignore gear in attack calculations and don't intentionally attack it
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   307
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   308
    // ammo properties
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   309
    ammoprop_Timerable    = $00000001; // can set timer
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    ammoprop_Power        = $00000002; // can power up fire strength
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   311
    ammoprop_NeedTarget   = $00000004; // must select target
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    ammoprop_ForwMsgs     = $00000008; // received gear messages are forwarded to the spawned gear
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    ammoprop_AttackInMove = $00000010; // can attack while moving / in mid-air
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    ammoprop_DoesntStopTimerWhileAttacking
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   315
                          = $00000020; // doesn't stop timer while attacker is attacking
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    ammoprop_NoCrosshair  = $00000040; // no crosshair rendered
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   317
    ammoprop_AttackingPut = $00000080; // selecting a target is considered an attack
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   318
    ammoprop_DontHold     = $00000100; // don't keep ammo selected in next turn
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   319
    ammoprop_AltAttack    = $00000200; // ammo can equip alternate ammo (ammoprop_AltUse)
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   320
    ammoprop_AltUse       = $00000400; // ammo can be equipped by an ammo with ammoprop_AltAttack
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   321
    ammoprop_NotBorder    = $00000800; // ammo is not available if map has border
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   322
    ammoprop_Utility      = $00001000; // ammo is considered an utility instead of a weapon
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   323
    ammoprop_Effect       = $00002000; // ammo is considered an effect like extra time or vampirism
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   324
    ammoprop_SetBounce    = $00004000; // can set bounciness
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   325
    ammoprop_NeedUpDown   = $00008000; // used by TouchInterface to show or hide up/down widgets
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   326
    ammoprop_OscAim       = $00010000; // oscillating aim
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   327
    ammoprop_NoMoveAfter  = $00020000; // can't move after attacking
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   328
    ammoprop_Track        = $00040000; // ammo follows the landscape, used by AI
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   329
    ammoprop_DoesntStopTimerInMultiShoot
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   330
                          = $00080000; // doesn't stop timer after entering multi-shoot mode
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   331
    ammoprop_DoesntStopTimerWhileAttackingInInfAttackMode
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   332
                          = $00100000; // doesn't stop timer while Attacking gear msg is set and inf. attack mode is on
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   333
    ammoprop_ForceTurnEnd = $00200000; // always ends turn after usage, ignoring inf. attack
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   334
    ammoprop_NoTargetAfter= $00400000; // disable target selection after attack
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   335
    ammoprop_NoRoundEnd   = $10000000; // ammo doesn't end turn
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   336
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   337
    AMMO_INFINITE = 100;               // internal representation of infinite ammo count
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   338
    AMMO_FINITE_MAX = 99;              // maximum possible finite ammo count
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   339
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   340
    JETPACK_FUEL_INFINITE : LongInt = Low(LongInt); // internal representation of infinite jetpack fuel
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   341
    BIRDY_ENERGY_INFINITE : LongInt = Low(LongInt); // as above, but for Birdy
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   342
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   343
    // Special msgParam value used internally for invalid/non-existing value
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   344
    // Must not be sent over the network!
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   345
    MSGPARAM_INVALID = High(LongWord);
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   346
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   347
    // raw probability values for crate drops
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   348
    probabilityLevels: array [0..8] of LongWord = (0,20,30,60,100,200,400,600,800);
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   349
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   350
    // raw bounciness values for each of the player-selectable bounciness levels
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   351
    defaultBounciness = 1000;
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   352
    bouncinessLevels: array [0..4] of LongWord = (350, 700, defaultBounciness, 2000, 4000);
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   353
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unc0rr
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   354
    // explosion flags
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   355
    // By default, an explosion removes land, damages and pushes gears,
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   356
    // spawns an explosion animation and plays no sound.
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   357
    //EXPLAllDamageInRadius = $00000001;  Completely unused for ages
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   358
    EXPLAutoSound         = $00000002; // enable sound (if appropriate)
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   359
    EXPLNoDamage          = $00000004; // don't damage gears
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   360
    EXPLDoNotTouchHH      = $00000008; // don't push hogs
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   361
    EXPLDontDraw          = $00000010; // don't remove land
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   362
    EXPLNoGfx             = $00000020; // don't spawn visual effects
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   363
    EXPLPoisoned          = $00000040; // poison hogs in effect radius
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   364
    EXPLDoNotTouchAny     = $00000080; // don't push anything
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   365
    EXPLForceDraw         = $00000100; // remove land even with gfSolidLand
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   366
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   367
    // Pos flags for gtCase
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   368
    posCaseAmmo    = $00000001; // ammo crate
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   369
    posCaseHealth  = $00000002; // health crate
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   370
    posCaseUtility = $00000004; // utility crate
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   371
    posCaseDummy   = $00000008; // dummy crate
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   372
    posCaseExplode = $00000010; // crate explodes when touched
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   373
    posCasePoison  = $00000020; // crate poisons hog when touched
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   374
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   375
    cCaseHealthRadius = 14;
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   376
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   377
    // hog tag mask
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   378
    //htNone        = $00;
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    htTeamName    = $01;
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   380
    htName        = $02;
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    htHealth      = $04;
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    htTransparent = $08;
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   383
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   384
    NoPointX = Low(LongInt); // special value for CursorX/CursorY if cursor's disabled
9521
8054d9d775fd merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
koda
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   385
    cTargetPointRef : TPoint = (x: NoPointX; y: 0);
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   386
8204
9a6030d96273 GCI2012: Convert uMobile into a Callback Record
Rowan D
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   387
    kSystemSoundID_Vibrate = $00000FFF;
9a6030d96273 GCI2012: Convert uMobile into a Callback Record
Rowan D
parents: 8145
diff changeset
   388
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10307
diff changeset
   389
    cMinPlayWidth = 200;
10661
0da243c01bde world edge tweakes/fixes
sheepluva
parents: 10626
diff changeset
   390
    cWorldEdgeDist = 200;
10354
56bd029245fc WIP: weSea tweaks, functional and visual
sheepluva
parents: 10307
diff changeset
   391
13618
edffc9b7ad58 Add comments for most hwengine constants
Wuzzy <Wuzzy2@mail.ru>
parents: 13604
diff changeset
   392
    cMaxLaserSightWraps = 1; // maximum number of world wraps of laser sight
13573
e896ff1b1d96 Make laser sight work properly through wrap world edge
Wuzzy <Wuzzy2@mail.ru>
parents: 13568
diff changeset
   393
13663
91d48cbae927 Prevent wrapping of turn time when using extra time
Wuzzy <Wuzzy2@mail.ru>
parents: 13642
diff changeset
   394
    cMaxTurnTime = Pred(High(LongInt)); // maximum possible turn time
91d48cbae927 Prevent wrapping of turn time when using extra time
Wuzzy <Wuzzy2@mail.ru>
parents: 13642
diff changeset
   395
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   396
implementation
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   397
3145
a9af6bf223cf Birdy's falling feathers
mbait
parents: 3142
diff changeset
   398
end.