hedgewars/uConsts.pas
author koda
Sun, 02 Jan 2011 19:30:16 +0100
changeset 4809 9c7d5f802618
parent 4808 7c3e5b52344a
child 4812 f924be23ffb4
child 4828 4ed71ae56b05
permissions -rw-r--r--
rearrange quality flags a little, disable snow rendering on rqLowRes
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2008 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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// typed const is a variable despite const qualifier
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// in freepascal you may actually use var for the same purpose
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const
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    sfMax = 1000;
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    cDefaultParamNum = 16;
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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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    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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    // color constants
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    cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; unused:$FF);
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    cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; unused:$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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    cExplosionBorderColor : LongWord = $FF808080;
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{$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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    lfBasic          = $8000;  // white
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    lfIndestructible = $4000;  // red
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    lfObject         = $2000;  // no idea
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    lfDamaged        = $1000;  // no idea
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    cMaxPower     = 1500;
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    cMaxAngle     = 2048;
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    cPowerDivisor = 1500;
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    MAXNAMELEN = 192;
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    MAXROPEPOINTS = 3840;
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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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    cSendCursorPosTime  : LongWord = 50;
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    cVisibleWater       : LongInt = 128;
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    cCursorEdgesDist    : LongInt = 100;
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    cTeamHealthWidth    : LongInt = 128;
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    cWaterOpacity       : byte = $80;
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    cSDWaterOpacity     : byte = $80;
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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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    cTransparentColor: Longword = $00000000;
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    cMaxTeams        = 8;
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    cMaxHHIndex      = 7;
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    cMaxHHs          = 48;
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    cMaxSpawnPoints  = 1024;
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    cMaxEdgePoints = 16384;
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    cHHRadius = 9;
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    cHHStepTicks = 29;
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    cUsualZ = 500;
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    cSmokeZ = 499;
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    cHHZ = 1000;
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    cCurrHHZ = Succ(cHHZ);
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    cOnHHZ = 2000;
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    cBarrelHealth = 60;
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    cShotgunRadius = 22;
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    cBlowTorchC    = 6;
509
fd58135a4407 Bots know shotgun behavior better
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   147
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    cKeyMaxIndex = 1023;
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   149
3737
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koda
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    // do not change this value
3668
3f7a95234d8a tap to play piano notes, fix for audio and pause glitch
koda
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    cDefaultZoomLevel = 2.0;
3737
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koda
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   152
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   153
{$IFDEF IPHONEOS}
3638
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    cMaxZoomLevel = 0.5;
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koda
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    cMinZoomLevel = 3.5;
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    cZoomDelta = 0.20;
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{$ELSE}
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    cMaxZoomLevel = 1.0;
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   159
    cMinZoomLevel = 3.0;
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    cZoomDelta = 0.25;
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{$ENDIF}
97
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unc0rr
parents: 95
diff changeset
   162
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    cSendEmptyPacketTime = 1000;
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    trigTurns = $80000001;
2630
079ef82eac75 revamped file access and debug display
koda
parents: 2619
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   165
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nemo
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   166
    gfAny                = $FFFFFFFF;
4000
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koda
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   167
    gfOneClanMode        = $00000001;           // used in trainings
3999
411e71912f4c restore king mode
koda
parents: 3991
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    gfMultiWeapon        = $00000002;           // used in trainings
3743
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nemo
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   169
    gfSolidLand          = $00000004;
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nemo
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    gfBorder             = $00000008;
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nemo
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   171
    gfDivideTeams        = $00000010;
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nemo
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   172
    gfLowGravity         = $00000020;
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nemo
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   173
    gfLaserSight         = $00000040;
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nemo
parents: 3737
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   174
    gfInvulnerable       = $00000080;
4099
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koda
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    gfResetHealth        = $00000100;
3743
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nemo
parents: 3737
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   176
    gfVampiric           = $00000200;
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nemo
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   177
    gfKarma              = $00000400;
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nemo
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   178
    gfArtillery          = $00000800;
4000
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koda
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   179
    gfForts              = $00001000;
3743
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nemo
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   180
    gfRandomOrder        = $00002000;
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nemo
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   181
    gfKing               = $00004000;
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nemo
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   182
    gfPlaceHog           = $00008000;
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nemo
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   183
    gfSharedAmmo         = $00010000;
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nemo
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   184
    gfDisableGirders     = $00020000;
4000
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   185
    gfDisableLandObjects = $00040000;
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   186
    gfAISurvival         = $00080000;
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koda
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   187
    gfInfAttack          = $00100000;
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koda
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   188
    gfResetWeps          = $00200000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
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   189
    gfPerHogAmmo         = $00400000;
4776
ab956d4647a4 set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
sheepluva
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   190
    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
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   191
    gfMoreWind           = $01000000;
2948
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    // 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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   194
    // add one in uWorld.pas - look for "AddGoal".
4
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   195
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    gstDrowning       = $00000001;
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    gstHHDriven       = $00000002;
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   198
    gstMoving         = $00000004;
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    gstAttacked       = $00000008;
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    gstAttacking      = $00000010;
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    gstCollision      = $00000020;
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   202
    gstHHChooseTarget = $00000040;
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   203
    gstHHJumping      = $00000100;
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    gsttmpFlag        = $00000200;
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    gstHHThinking     = $00000800;
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    gstNoDamage       = $00001000;
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    gstHHHJump        = $00002000;
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    gstAnimation      = $00004000;
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    gstHHDeath        = $00008000;
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    gstWinner         = $00010000;  // this, along with gstLoser, is good for indicating hedgies know they screwed up
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    gstWait           = $00020000;
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    gstNotKickable    = $00040000;
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    gstLoser          = $00080000;
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    gstHHGone         = $00100000;
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3894
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    gmLeft   = $00000001;
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    gmRight  = $00000002;
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    gmUp     = $00000004;
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    gmDown   = $00000008;
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    gmSwitch = $00000010;
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   221
    gmAttack = $00000020;
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   222
    gmLJump  = $00000040;
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   223
    gmHJump  = $00000080;
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   224
    gmDestroy= $00000100;
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   225
    gmSlot   = $00000200; // with param
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   226
    gmWeapon = $00000400; // with param
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   227
    gmTimer  = $00000800; // with param
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   228
    gmAnimate= $00001000; // with param
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   229
    gmPrecise= $00002000;
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   230
    gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise;
4
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   231
3485
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    cMaxSlotIndex       = 9;
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   233
    cMaxSlotAmmoIndex   = 5;
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   234
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    ammoprop_Timerable    = $00000001;
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   236
    ammoprop_Power        = $00000002;
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   237
    ammoprop_NeedTarget   = $00000004;
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   238
    ammoprop_ForwMsgs     = $00000008;
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   239
    ammoprop_AttackInMove = $00000010;
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   240
    ammoprop_NoCrosshair  = $00000040;
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   241
    ammoprop_AttackingPut = $00000080;
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   242
    ammoprop_DontHold     = $00000100;
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   243
    ammoprop_AltAttack    = $00000200;
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   244
    ammoprop_AltUse       = $00000400;
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   245
    ammoprop_NotBorder    = $00000800;
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   246
    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
parents: 3032
diff changeset
   247
    ammoprop_Effect       = $00002000;
4241
835fd7a0e1bf Move resurrection to utilities, reduce its probablit a bit to match other utilities, rename the "hint" prop since it really isn't being used as a hint anymore. That can be put back if it changes.
nemo
parents: 4230
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   248
    ammoprop_NoRoundEnd=$10000000;
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   249
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   250
    AMMO_INFINITE = 100;
4
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   251
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   252
    EXPLAllDamageInRadius = $00000001;
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   253
    EXPLAutoSound         = $00000002;
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   254
    EXPLNoDamage          = $00000004;
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   255
    EXPLDoNotTouchHH      = $00000008;
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   256
    EXPLDontDraw          = $00000010;
3004
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smxx
parents: 2989
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   257
    EXPLNoGfx             = $00000020;
3383
45a73be4d8c1 Fixed broken whitespace
mbait
parents: 3382
diff changeset
   258
    EXPLPoisoned          = $00000040;
3712
de2026031833 Engine:
smaxx
parents: 3710
diff changeset
   259
    EXPLDoNotTouchAny     = $00000080;
42
72ffe21f027c - Fixed console behavior
unc0rr
parents: 39
diff changeset
   260
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   261
    posCaseAmmo    = $00000001;
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   262
    posCaseHealth  = $00000002;
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   263
    posCaseUtility = $00000004;
4
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parents: 2
diff changeset
   264
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   265
    NoPointX = Low(LongInt);
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   266
    cTargetPointRef : TPoint = (X: NoPointX; Y: 0);
4
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parents: 2
diff changeset
   267
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   268
    // hog tag mask
2947
803b277e4894 hate Smaxx (tested)
unc0rr
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diff changeset
   269
    htNone        = $00;
803b277e4894 hate Smaxx (tested)
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diff changeset
   270
    htTeamName    = $01;
803b277e4894 hate Smaxx (tested)
unc0rr
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diff changeset
   271
    htName        = $02;
803b277e4894 hate Smaxx (tested)
unc0rr
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diff changeset
   272
    htHealth      = $04;
803b277e4894 hate Smaxx (tested)
unc0rr
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diff changeset
   273
    htTransparent = $08;
3697
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koda
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diff changeset
   274
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koda
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   275
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   276
4
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   277
implementation
2716
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koda
parents: 2715
diff changeset
   278
3145
a9af6bf223cf Birdy's falling feathers
mbait
parents: 3142
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   279
end.