equal
deleted
inserted
replaced
167 ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
167 ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
168 ifTransparent = $00000004; // image uses transparent pixels (color keying) |
168 ifTransparent = $00000004; // image uses transparent pixels (color keying) |
169 ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL) |
169 ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL) |
170 ifLowRes = $00000010; // try loading a low resolution image when it is critical |
170 ifLowRes = $00000010; // try loading a low resolution image when it is critical |
171 |
171 |
172 const cMaxPower = 1500; |
172 const |
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173 cMaxPower = 1500; |
173 cMaxAngle = 2048; |
174 cMaxAngle = 2048; |
174 cPowerDivisor = 1500; |
175 cPowerDivisor = 1500; |
175 |
176 |
176 MAXNAMELEN = 192; |
177 MAXNAMELEN = 192; |
177 |
178 |
236 cBlowTorchC = 6; |
237 cBlowTorchC = 6; |
237 |
238 |
238 cKeyMaxIndex = 1023; |
239 cKeyMaxIndex = 1023; |
239 |
240 |
240 cMaxCaptions = 4; |
241 cMaxCaptions = 4; |
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242 |
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243 cSendEmptyPacketTime = 1000; |
241 |
244 |
242 gfForts = $00000001; |
245 gfForts = $00000001; |
243 gfMultiWeapon = $00000002; |
246 gfMultiWeapon = $00000002; |
244 gfSolidLand = $00000004; |
247 gfSolidLand = $00000004; |
245 gfBorder = $00000008; |
248 gfBorder = $00000008; |