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Some code cleaning
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parent
a294cc7ef4
commit
a641259c03
4 changed files with 6 additions and 17 deletions
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@ -3,8 +3,8 @@
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-- Place in this LUA script all the engine settings for your game
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-- WARNING: bad values could make your game unplayable, please follow with attention the reference guide
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Gameflow.settings.screenWidth = 800;
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Gameflow.settings.screenHeight = 600;
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Gameflow.settings.screenWidth = 1600;
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Gameflow.settings.screenHeight = 900;
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Gameflow.settings.windowTitle = "TR5Main Alpha";
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Gameflow.settings.enableDynamicShadows = true;
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Gameflow.settings.enableWaterCaustics = true;
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@ -128,9 +128,6 @@ GAME_STATUS __cdecl ControlPhase(__int32 numFrames, __int32 demoMode)
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ITEM_INFO* item = &Items[itemNum];
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__int16 nextItem = item->nextActive;
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//printf("Num: %d Next: %d Death: %d Hitpoints: %d Status: %d\n", itemNum, item->nextActive, item->afterDeath, item->hitPoints, item->status);
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//printf("NextItemActive: %d\n", NextItemActive);
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if (item->afterDeath < 128)
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{
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if (Objects[item->objectNumber].control)
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@ -3,8 +3,8 @@
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-- Place in this LUA script all the engine settings for your game
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-- WARNING: bad values could make your game unplayable, please follow with attention the reference guide
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Gameflow.settings.screenWidth = 800;
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Gameflow.settings.screenHeight = 600;
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Gameflow.settings.screenWidth = 1600;
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Gameflow.settings.screenHeight = 900;
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Gameflow.settings.windowTitle = "TR5Main Alpha";
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Gameflow.settings.enableDynamicShadows = true;
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Gameflow.settings.enableWaterCaustics = true;
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@ -579,7 +579,7 @@ __int32 __cdecl S_LoadLevelFile(__int32 levelIndex)
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{
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DB_Log(2, "S_LoadLevelFile - DLL");
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printf("S_LoadLevelFile\n");
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SOUND_Stop();
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Sound_FreeSamples();
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FreeLevel();
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@ -594,6 +594,7 @@ __int32 __cdecl S_LoadLevelFile(__int32 levelIndex)
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IsLevelLoading = true;
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hLoadLevel = _beginthreadex(0, 0, LoadLevel, filename, 0, &ThreadId);
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// This function loops until progress is 100%. Not very thread safe, but behavious should be predictable.
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g_Renderer->DrawLoadingScreen((char*)(level->LoadScreenFileName.c_str()));
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return true;
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@ -658,17 +659,9 @@ bool __cdecl ReadNewDataChunks(ChunkId* chunkId, __int32 maxSize, __int32 arg)
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return false;
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}
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//ChunkWriter* writer;
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void __cdecl SaveTest()
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{
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}
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void __cdecl LoadNewData(__int32 size)
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{
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// Free old level scripts
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//g_GameScript->FreeLevelScripts();
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MemoryStream stream(LevelDataPtr, size);
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chunkIO = new ChunkReader(0x4D355254, &stream);
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if (!chunkIO->IsValid())
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@ -682,7 +675,6 @@ void Inject_RoomLoad()
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INJECT(0x004A6380, LoadItems);
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INJECT(0x004A4E60, LoadObjects);
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INJECT(0x004A3FC0, LoadTextures);
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//INJECT(0x004A4DA0, LoadRoomsNew);
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INJECT(0x0040130C, S_LoadLevelFile);
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INJECT(0x004A7130, FreeLevel);
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INJECT(0x004A5430, AdjustUV);
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