Source tidying.
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b145541ed4
commit
69c2fdf680
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@ -261,7 +261,7 @@ static void checkCollisions(Bullet *b)
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}
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}
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void doBulletHitEffect(Bullet *b)
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static void doBulletHitEffect(Bullet *b)
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{
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switch (b->type)
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{
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205
src/defs.h
205
src/defs.h
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@ -19,36 +19,36 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef REVISION
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#define REVISION 0
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#define REVISION 0
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#endif
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#ifndef DATA_DIR
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#define DATA_DIR ""
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#define DATA_DIR ""
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#endif
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#ifndef FIXED_RESOLUTION
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#define FIXED_RESOLUTION 0
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#define FIXED_RESOLUTION 0
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#endif
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#ifndef AUDIO_FREQUENCY
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#define AUDIO_FREQUENCY 44100
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#define AUDIO_FREQUENCY 44100
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#endif
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#ifndef AUDIO_CHANNELS
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#define AUDIO_CHANNELS 2
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#define AUDIO_CHANNELS 2
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#endif
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#ifndef AUDIO_CHUNKSIZE
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#define AUDIO_CHUNKSIZE 1024
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#define AUDIO_CHUNKSIZE 1024
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#endif
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#ifndef AUDIO_MIX_CHANNELS
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#define AUDIO_MIX_CHANNELS 64
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#define AUDIO_MIX_CHANNELS 64
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#endif
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#define _(string) getTranslatedString(string)
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#define PI 3.14159265358979323846
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#define PI 3.14159265358979323846
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#define MIN(a,b) (((a)<(b))?(a):(b))
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define CAROLINE(a,b) MIN(a,b)
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@ -56,118 +56,119 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define TO_RAIDANS(angleDegrees) (angleDegrees * PI / 180.0)
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#define TO_DEGREES(angleRadians) (angleRadians * 180.0 / PI)
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#define SAVE_FILENAME "game.save"
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#define CONFIG_FILENAME "config.json"
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#define SAVE_FILENAME "game.save"
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#define CONFIG_FILENAME "config.json"
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#define SCREEN_WIDTH 1280
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#define SCREEN_HEIGHT 720
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#define SCREEN_WIDTH 1280
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#define SCREEN_HEIGHT 720
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#define UI_WIDTH 1280
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#define UI_HEIGHT 720
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#define UI_WIDTH 1280
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#define UI_HEIGHT 720
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#define MAX_KEYBOARD_KEYS 350
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#define MAX_MOUSE_BUTTONS 6
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#define MAX_KEYBOARD_KEYS 350
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#define MAX_MOUSE_BUTTONS 6
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#define FPS 60
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#define FPS 60
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#define MAX_NAME_LENGTH 32
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#define MAX_DESCRIPTION_LENGTH 512
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#define MAX_LINE_LENGTH 1024
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#define MAX_FILENAME_LENGTH 1024
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#define MAX_PATH_LENGTH 4096
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#define MAX_NAME_LENGTH 32
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#define MAX_DESCRIPTION_LENGTH 512
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#define MAX_LINE_LENGTH 1024
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#define MAX_FILENAME_LENGTH 1024
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#define MAX_PATH_LENGTH 4096
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#define NUM_TEXTURE_BUCKETS 32
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#define NUM_ATLAS_BUCKETS 64
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#define NUM_GLYPH_BUCKETS 128
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#define NUM_TEXTURE_BUCKETS 32
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#define NUM_ATLAS_BUCKETS 64
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#define MAX_STARS 500
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#define MAX_GLYPHS 400
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#define MAX_CHALLENGES 3
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#define MAX_STARS 500
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#define MAX_FIGHTER_GUNS 12
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#define MAX_TARGET_RANGE 65536
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#define MAX_SYSTEM_POWER 100
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#define MAX_CHALLENGES 3
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#define BATTLE_AREA_CELLS 50
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#define BATTLE_AREA_WIDTH (640 * BATTLE_AREA_CELLS)
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#define BATTLE_AREA_HEIGHT (360 * BATTLE_AREA_CELLS)
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#define BATTLE_AREA_EDGE 250
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#define MAX_FIGHTER_GUNS 12
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#define MAX_TARGET_RANGE 65536
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#define MAX_SYSTEM_POWER 100
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#define BF_NONE 0
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#define BF_ENGINE (2 << 0)
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#define BF_SYSTEM_DAMAGE (2 << 1)
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#define BF_SHIELD_DAMAGE (2 << 2)
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#define BF_EXPLODES (2 << 3)
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#define BATTLE_AREA_CELLS 50
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#define BATTLE_AREA_WIDTH (640 * BATTLE_AREA_CELLS)
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#define BATTLE_AREA_HEIGHT (360 * BATTLE_AREA_CELLS)
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#define BATTLE_AREA_EDGE 250
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#define EF_NONE 0
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#define EF_NO_KILL (2 << 0)
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#define EF_DISABLED (2 << 1)
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#define EF_IMMORTAL (2 << 2)
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#define EF_MISSION_TARGET (2 << 3)
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#define EF_NO_MT_BOX (2 << 4)
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#define EF_HAS_ROPE (2 << 5)
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#define EF_COLLECTS_ITEMS (2 << 6)
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#define EF_MUST_DISABLE (2 << 7)
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#define EF_RETREATING (2 << 8)
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#define EF_NO_EPIC (2 << 9)
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#define EF_STATIC (2 << 10)
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#define EF_TAKES_DAMAGE (2 << 11)
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#define EF_SECONDARY_TARGET (2 << 12)
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#define EF_AI_TARGET (2 << 13)
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#define EF_AI_LEADER (2 << 14)
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#define EF_ROPED_ATTACHED (2 << 15)
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#define EF_NO_KILL_INC (2 << 16)
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#define EF_SHORT_RADAR_RANGE (2 << 17)
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#define EF_NO_PLAYER_TARGET (2 << 18)
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#define EF_AI_IGNORE (2 << 19)
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#define EF_NON_SOLID (2 << 20)
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#define EF_NO_HEALTH_BAR (2 << 21)
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#define EF_FRIENDLY_HEALTH_BAR (2 << 22)
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#define EF_NO_THREAT (2 << 23)
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#define EF_DROPS_ITEMS (2 << 24)
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#define EF_COMMON_FIGHTER (2 << 25)
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#define BF_NONE 0
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#define BF_ENGINE (2 << 0)
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#define BF_SYSTEM_DAMAGE (2 << 1)
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#define BF_SHIELD_DAMAGE (2 << 2)
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#define BF_EXPLODES (2 << 3)
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#define AIF_NONE 0
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#define AIF_FOLLOWS_PLAYER (2 << 0)
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#define AIF_MOVES_TO_PLAYER (2 << 1)
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#define AIF_UNLIMITED_RANGE (2 << 2)
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#define AIF_COLLECTS_ITEMS (2 << 3)
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#define AIF_TOWS (2 << 4)
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#define AIF_RETREATS (2 << 5)
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#define AIF_GOAL_JUMPGATE (2 << 6)
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#define AIF_AVOIDS_COMBAT (2 << 7)
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#define AIF_DEFENSIVE (2 << 8)
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#define AIF_MISSILE_BOAT (2 << 9)
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#define AIF_AGGRESSIVE (2 << 10)
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#define AIF_LONG_RANGE_FIRE (2 << 11)
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#define AIF_MOVES_TO_LEADER (2 << 12)
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#define AIF_EVADE (2 << 13)
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#define AIF_WANDERS (2 << 14)
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#define AIF_COVERS_RETREAT (2 << 15)
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#define AIF_TARGET_FOCUS (2 << 16)
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#define AIF_DROPS_MINES (2 << 17)
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#define AIF_ASSASSIN (2 << 18)
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#define AIF_SUSPICIOUS (2 << 19)
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#define AIF_ZAK_SUSPICIOUS (2 << 20)
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#define AIF_SURRENDERS (2 << 21)
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#define AIF_SURRENDERING (2 << 22)
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#define AIF_SURRENDERED (2 << 23)
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#define EF_NONE 0
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#define EF_NO_KILL (2 << 0)
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#define EF_DISABLED (2 << 1)
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#define EF_IMMORTAL (2 << 2)
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#define EF_MISSION_TARGET (2 << 3)
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#define EF_NO_MT_BOX (2 << 4)
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#define EF_HAS_ROPE (2 << 5)
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#define EF_COLLECTS_ITEMS (2 << 6)
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#define EF_MUST_DISABLE (2 << 7)
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#define EF_RETREATING (2 << 8)
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#define EF_NO_EPIC (2 << 9)
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#define EF_STATIC (2 << 10)
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#define EF_TAKES_DAMAGE (2 << 11)
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#define EF_SECONDARY_TARGET (2 << 12)
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#define EF_AI_TARGET (2 << 13)
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#define EF_AI_LEADER (2 << 14)
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#define EF_ROPED_ATTACHED (2 << 15)
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#define EF_NO_KILL_INC (2 << 16)
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#define EF_SHORT_RADAR_RANGE (2 << 17)
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#define EF_NO_PLAYER_TARGET (2 << 18)
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#define EF_AI_IGNORE (2 << 19)
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#define EF_NON_SOLID (2 << 20)
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#define EF_NO_HEALTH_BAR (2 << 21)
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#define EF_FRIENDLY_HEALTH_BAR (2 << 22)
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#define EF_NO_THREAT (2 << 23)
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#define EF_DROPS_ITEMS (2 << 24)
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#define EF_COMMON_FIGHTER (2 << 25)
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#define AIF_NONE 0
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#define AIF_FOLLOWS_PLAYER (2 << 0)
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#define AIF_MOVES_TO_PLAYER (2 << 1)
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#define AIF_UNLIMITED_RANGE (2 << 2)
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#define AIF_COLLECTS_ITEMS (2 << 3)
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#define AIF_TOWS (2 << 4)
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#define AIF_RETREATS (2 << 5)
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#define AIF_GOAL_JUMPGATE (2 << 6)
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#define AIF_AVOIDS_COMBAT (2 << 7)
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#define AIF_DEFENSIVE (2 << 8)
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#define AIF_MISSILE_BOAT (2 << 9)
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#define AIF_AGGRESSIVE (2 << 10)
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#define AIF_LONG_RANGE_FIRE (2 << 11)
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#define AIF_MOVES_TO_LEADER (2 << 12)
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#define AIF_EVADE (2 << 13)
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#define AIF_WANDERS (2 << 14)
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#define AIF_COVERS_RETREAT (2 << 15)
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#define AIF_TARGET_FOCUS (2 << 16)
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#define AIF_DROPS_MINES (2 << 17)
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#define AIF_ASSASSIN (2 << 18)
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#define AIF_SUSPICIOUS (2 << 19)
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#define AIF_ZAK_SUSPICIOUS (2 << 20)
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#define AIF_SURRENDERS (2 << 21)
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#define AIF_SURRENDERING (2 << 22)
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#define AIF_SURRENDERED (2 << 23)
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/* player abilities */
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#define BOOST_RECHARGE_TIME (FPS * 7)
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#define BOOST_FINISHED_TIME (FPS * 0.75)
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#define ECM_RECHARGE_TIME (FPS * 7)
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#define BOOST_RECHARGE_TIME (FPS * 7)
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#define BOOST_FINISHED_TIME (FPS * 0.75)
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#define ECM_RECHARGE_TIME (FPS * 7)
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#define MB_NORMAL 0
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#define MB_IMPORTANT 1
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#define MB_PANDORAN 2
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#define MB_NORMAL 0
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#define MB_IMPORTANT 1
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#define MB_PANDORAN 2
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#define SS_NORMAL 0
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#define SS_SOL 1
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#define SS_PANDORAN 2
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#define SS_NORMAL 0
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#define SS_SOL 1
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#define SS_PANDORAN 2
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#define MAX_SUSPICION_LEVEL 1500.0
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#define MAX_ZAK_SUSPICION_LEVEL (FPS * 30)
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#define MAX_SUSPICION_LEVEL 1500.0
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#define MAX_ZAK_SUSPICION_LEVEL (FPS * 30)
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enum
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{
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@ -35,10 +35,10 @@ void startSectionTransition(void)
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void endSectionTransition(void)
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{
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long elasped = 250 - (SDL_GetTicks() - transitionStartTime);
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long elapsed = 250 - (SDL_GetTicks() - transitionStartTime);
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if (elasped > 0)
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if (elapsed > 0)
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{
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SDL_Delay(elasped);
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SDL_Delay(elapsed);
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}
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}
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@ -117,7 +117,7 @@ char *timeToDate(long millis)
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timeinfo = localtime(&time);
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strftime(DATE, MAX_NAME_LENGTH, "%d %b %Y, %I:%M%p", timeinfo);
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strftime(DATE, MAX_NAME_LENGTH, "%d %b %Y, %H:%M%p", timeinfo);
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return DATE;
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}
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