equal
deleted
inserted
replaced
95 lfIndestructible = $4000; // red |
95 lfIndestructible = $4000; // red |
96 lfObject = $2000; |
96 lfObject = $2000; |
97 lfDamaged = $1000; // |
97 lfDamaged = $1000; // |
98 lfIce = $0800; // blue |
98 lfIce = $0800; // blue |
99 lfBouncy = $0400; // green |
99 lfBouncy = $0400; // green |
|
100 lfLandMask = $FF00; // upper byte is used for terrain, not objects. |
100 |
101 |
101 lfCurrentHog = $0080; // CurrentHog. It is also used to flag crates, for convenience of AI. Since an active hog would instantly collect the crate, this doesn't impact play |
102 lfCurrentHog = $0080; // CurrentHog. It is also used to flag crates, for convenience of AI. Since an active hog would instantly collect the crate, this doesn't impact play |
102 lfCurrentMask = $FF7F; // inverse of above. frequently used. |
103 lfNotCurrentMask = $FF7F; // inverse of above. frequently used |
103 lfObjMask = $007F; // lower 7 bits used for hogs |
104 lfObjMask = $007F; // lower 7 bits used for hogs |
104 lfNotObjMask = $FF80; // inverse of above. |
105 lfNotObjMask = $FF80; // inverse of above. |
|
106 // lower byte is for objects. |
|
107 // consists of 0-127 counted for object checkins and $80 as a bit flag for current hog. |
|
108 lfAllObjMask = $00FF; // lfCurrentHog or lfObjMask |
|
109 |
105 |
110 |
106 cMaxPower = 1500; |
111 cMaxPower = 1500; |
107 cMaxAngle = 2048; |
112 cMaxAngle = 2048; |
108 cPowerDivisor = 1500; |
113 cPowerDivisor = 1500; |
109 |
114 |