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fixed bam.lua
fixed some compiler warnings
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8a3102233f
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bam.lua
2
bam.lua
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@ -16,7 +16,7 @@ config:Finalize("config.lua")
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-- data compiler
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-- data compiler
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function Script(name)
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function Script(name)
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if family == "windows" then
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if family == "windows" then
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str_replace(name, "/", "\\")
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return str_replace(name, "/", "\\")
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end
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end
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return "python " .. name
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return "python " .. name
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end
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end
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@ -76,7 +76,7 @@ void CCollision::Init(class CLayers *pLayers)
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}
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}
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// DDRace tiles
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// DDRace tiles
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if(Index == TILE_THROUGH || Index >= TILE_FREEZE && Index<=TILE_BOOSTS || Index >= TILE_TELEIN && Index<=TILE_STOPA || Index >= TILE_CP_D && Index<=TILE_NPH)
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if(Index == TILE_THROUGH || (Index >= TILE_FREEZE && Index<=TILE_BOOSTS) || (Index >= TILE_TELEIN && Index<=TILE_STOPA) || (Index >= TILE_CP_D && Index<=TILE_NPH))
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m_pFront[i].m_Index = Index;
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m_pFront[i].m_Index = Index;
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}
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}
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}
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}
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@ -119,7 +119,7 @@ int CCollision::GetPureMapIndex(vec2 Pos)
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return ny*m_Width+nx;
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return ny*m_Width+nx;
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}
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}
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std::list<int> CCollision::GetMapIndices(vec2 PrevPos, vec2 Pos, int MaxIndices)
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std::list<int> CCollision::GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices)
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{
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{
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std::list< int > Indices;
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std::list< int > Indices;
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float d = distance(PrevPos, Pos);
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float d = distance(PrevPos, Pos);
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@ -574,7 +574,7 @@ int CCollision::IsThrough(int x, int y)
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int nx = clamp(x/32, 0, m_Width-1);
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int nx = clamp(x/32, 0, m_Width-1);
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int ny = clamp(y/32, 0, m_Height-1);
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int ny = clamp(y/32, 0, m_Height-1);
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int Index = m_pTiles[ny*m_Width+nx].m_Index;
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int Index = m_pTiles[ny*m_Width+nx].m_Index;
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int Findex;
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int Findex = 0;
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if (m_pFront)
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if (m_pFront)
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Findex = m_pFront[ny*m_Width+nx].m_Index;
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Findex = m_pFront[ny*m_Width+nx].m_Index;
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if (Index == TILE_THROUGH)
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if (Index == TILE_THROUGH)
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@ -50,7 +50,7 @@ public:
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int Entity(int x, int y, bool Front);
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int Entity(int x, int y, bool Front);
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//DDRace
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//DDRace
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int GetPureMapIndex(vec2 Pos);
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int GetPureMapIndex(vec2 Pos);
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std::list<int> GetMapIndices(vec2 PrevPos, vec2 Pos, int MaxIndices = 0);
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std::list<int> GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices = 0);
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vec2 GetPos(int Index);
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vec2 GetPos(int Index);
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int GetTileIndex(int Index);
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int GetTileIndex(int Index);
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int GetFTileIndex(int Index);
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int GetFTileIndex(int Index);
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