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https://github.com/ddnet/ddnet.git
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removed some old code
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ea245b969d
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4c987519b0
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@ -1,110 +0,0 @@
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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/*
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#include <engine/e_interface.h>
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#include <engine/e_config.h>
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#include "gc_mapres_tilemap.h"
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#include "gc_mapres_image.h"
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#include "../g_mapres.h"
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enum
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{
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TILEFLAG_VFLIP=1,
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TILEFLAG_HFLIP=2,
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};
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int tilemap_init()
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{
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return 0;
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}
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void tilemap_render(float scale, int fg)
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{
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if(!map_is_loaded())
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return;
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float screen_x0, screen_y0, screen_x1, screen_y1;
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gfx_getscreen(&screen_x0, &screen_y0, &screen_x1, &screen_y1);
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// fetch indecies
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int start, num;
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map_get_type(MAPRES_TILEMAP, &start, &num);
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// render tilemaps
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int passed_main = 0;
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for(int t = 0; t < num; t++)
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{
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mapres_tilemap *tmap = (mapres_tilemap *)map_get_item(start+t,0,0);
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unsigned char *data = (unsigned char *)map_get_data(tmap->data);
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if(tmap->main)
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passed_main = 1;
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if((fg && passed_main) || (!fg && !passed_main))
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{
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if(!config.gfx_high_detail && !tmap->main)
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continue;
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gfx_texture_set(img_get(tmap->image));
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gfx_quads_begin();
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int starty = (int)(screen_y0/scale)-1;
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int startx = (int)(screen_x0/scale)-1;
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int endy = (int)(screen_y1/scale)+1;
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int endx = (int)(screen_x1/scale)+1;
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float frac = (1.25f/1024.0f);//2.0f; //2.0f;
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float texsize = 1024.0f;
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float nudge = 0.5f/texsize;
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for(int y = starty; y < endy; y++)
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for(int x = startx; x < endx; x++)
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{
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int mx = x;
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int my = y;
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if(mx<0) mx = 0;
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if(mx>=tmap->width) mx = tmap->width-1;
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if(my<0) my = 0;
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if(my>=tmap->height) my = tmap->height-1;
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int c = mx + my*tmap->width;
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unsigned char d = data[c*2];
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unsigned char f = data[c*2+1];
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if(d)
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{
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int tx = d%16;
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int ty = d/16;
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int px0 = tx*(1024/16);
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int py0 = ty*(1024/16);
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int px1 = (tx+1)*(1024/16)-1;
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int py1 = (ty+1)*(1024/16)-1;
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float u0 = nudge + px0/texsize+frac;
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float v0 = nudge + py0/texsize+frac;
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float u1 = nudge + px1/texsize-frac;
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float v1 = nudge + py1/texsize-frac;
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if(f&TILEFLAG_VFLIP)
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{
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float tmp = u0;
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u0 = u1;
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u1 = tmp;
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}
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if(f&TILEFLAG_HFLIP)
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{
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float tmp = v0;
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v0 = v1;
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v1 = tmp;
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}
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gfx_quads_setsubset(u0,v0,u1,v1);
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gfx_quads_drawTL(x*scale, y*scale, scale, scale);
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}
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}
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gfx_quads_end();
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}
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}
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}
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*/
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@ -1,20 +0,0 @@
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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// dependencies: image
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//
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int tilemap_init();
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// renders the tilemaps
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void tilemap_render(float scale, int fg);
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struct mapres_tilemap
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{
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int image;
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int width;
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int height;
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int x, y;
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int scale;
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int data;
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int main;
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};
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@ -12,10 +12,7 @@ extern "C" {
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}
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#include <game/client/gc_map_image.h>
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#include <game/client/gc_mapres_tilemap.h>
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#include <game/client/gc_ui.h>
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//#include "game/mapres_col.h"
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#include <game/g_mapres.h>
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#include <game/g_game.h>
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#include <game/client/gc_render.h>
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@ -26,7 +23,7 @@ static int background_texture = 0;
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static int cursor_texture = 0;
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static int entities_texture = 0;
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// backwards compatiblity
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class mapres_image
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{
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public:
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@ -36,6 +33,27 @@ public:
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};
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struct mapres_tilemap
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{
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int image;
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int width;
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int height;
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int x, y;
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int scale;
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int data;
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int main;
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};
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enum
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{
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MAPRES_REGISTERED=0x8000,
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MAPRES_IMAGE=0x8001,
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MAPRES_TILEMAP=0x8002,
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MAPRES_COLLISIONMAP=0x8003,
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MAPRES_TEMP_THEME=0x8fff,
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};
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EDITOR editor;
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@ -1,14 +0,0 @@
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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enum
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{
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MAPRES_REGISTERED=0x8000,
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MAPRES_IMAGE=0x8001,
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MAPRES_TILEMAP=0x8002,
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MAPRES_COLLISIONMAP=0x8003,
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MAPRES_TEMP_THEME=0x8fff,
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};
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struct mapres_theme
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{
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int id;
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};
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@ -141,6 +141,8 @@ public:
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bool is_friendly_fire(int cid1, int cid2);
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virtual bool on_entity(int index, vec2 pos);
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virtual void post_reset();
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virtual void tick();
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@ -1,7 +1,8 @@
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <engine/e_config.h>
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#include "gs_common.h"
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#include <string.h>
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#include <engine/e_config.h>
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#include <game/g_mapitems.h>
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#include "gs_common.h"
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gameobject::gameobject()
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: entity(OBJTYPE_GAME)
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teamscore[1] = 0;
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}
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// UGLY!!!!
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extern vec2 spawn_points[3][64];
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extern int num_spawn_points[3];
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bool gameobject::on_entity(int index, vec2 pos)
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{
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int type = -1;
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int subtype = 0;
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if(index == ENTITY_SPAWN)
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spawn_points[0][num_spawn_points[0]++] = pos;
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else if(index == ENTITY_SPAWN_RED)
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spawn_points[1][num_spawn_points[1]++] = pos;
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else if(index == ENTITY_SPAWN_BLUE)
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spawn_points[2][num_spawn_points[2]++] = pos;
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else if(index == ENTITY_ARMOR_1)
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type = POWERUP_ARMOR;
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else if(index == ENTITY_HEALTH_1)
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type = POWERUP_HEALTH;
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else if(index == ENTITY_WEAPON_SHOTGUN)
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{
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type = POWERUP_WEAPON;
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subtype = WEAPON_SHOTGUN;
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}
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else if(index == ENTITY_WEAPON_ROCKET)
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{
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type = POWERUP_WEAPON;
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subtype = WEAPON_ROCKET;
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}
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else if(index == ENTITY_POWERUP_NINJA)
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{
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type = POWERUP_NINJA;
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subtype = WEAPON_NINJA;
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}
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if(type != -1)
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{
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powerup *ppower = new powerup(type, subtype);
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ppower->pos = pos;
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return true;
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}
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return false;
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}
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void gameobject::endround()
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{
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if(warmup) // game can't end when we are running warmup
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@ -1,32 +1,31 @@
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <game/g_mapitems.h>
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#include "gs_common.h"
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#include "gs_game_ctf.h"
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gameobject_ctf::gameobject_ctf()
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{
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// fetch flagstands
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for(int i = 0; i < 2; i++)
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{
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mapres_flagstand *stand;
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stand = (mapres_flagstand *)map_find_item(MAPRES_FLAGSTAND_RED+i, 0);
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if(stand)
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{
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flag *f = new flag(i);
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f->stand_pos = vec2(stand->x, stand->y);
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f->pos = f->stand_pos;
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flags[i] = f;
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//dbg_msg("game", "flag at %f,%f", f->pos.x, f->pos.y);
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}
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else
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{
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// report massive failure
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flags[i] = 0;
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}
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}
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is_teamplay = true;
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}
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bool gameobject_ctf::on_entity(int index, vec2 pos)
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{
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if(gameobject::on_entity(index, pos))
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return true;
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int team = -1;
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if(index == ENTITY_FLAGSTAND_RED) team = 0;
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if(index == ENTITY_FLAGSTAND_BLUE) team = 1;
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if(team == -1)
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return false;
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flag *f = new flag(team);
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f->stand_pos = pos;
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f->pos = pos;
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flags[team] = f;
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return true;
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}
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void gameobject_ctf::on_player_spawn(class player *p)
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{
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}
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gameobject_ctf();
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virtual void tick();
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virtual bool on_entity(int index, vec2 pos);
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virtual void on_player_spawn(class player *p);
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virtual int on_player_death(class player *victim, class player *killer, int weapon);
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};
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@ -2081,41 +2081,8 @@ void mods_init()
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for(int x = 0; x < tmap->width; x++)
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{
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int index = tiles[y*tmap->width+x].index - ENTITY_OFFSET;
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int type = -1;
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int subtype = 0;
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vec2 pos(x*32.0f+16.0f, y*32.0f+16.0f);
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if(index == ENTITY_SPAWN)
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spawn_points[0][num_spawn_points[0]++] = pos;
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else if(index == ENTITY_SPAWN_RED)
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spawn_points[1][num_spawn_points[1]++] = pos;
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else if(index == ENTITY_SPAWN_BLUE)
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spawn_points[2][num_spawn_points[2]++] = pos;
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else if(index == ENTITY_ARMOR_1)
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type = POWERUP_ARMOR;
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else if(index == ENTITY_HEALTH_1)
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type = POWERUP_HEALTH;
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else if(index == ENTITY_WEAPON_SHOTGUN)
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{
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type = POWERUP_WEAPON;
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subtype = WEAPON_SHOTGUN;
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}
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else if(index == ENTITY_WEAPON_ROCKET)
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{
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type = POWERUP_WEAPON;
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subtype = WEAPON_ROCKET;
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}
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else if(index == ENTITY_POWERUP_NINJA)
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{
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type = POWERUP_NINJA;
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subtype = WEAPON_NINJA;
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}
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if(type != -1)
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{
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powerup *ppower = new powerup(type, subtype);
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ppower->pos = pos;
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}
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gameobj->on_entity(index, pos);
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}
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}
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