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@ -9,12 +9,16 @@
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// Taken from Map editor layerdef.h
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enum PSX_COLLSION_ENUM
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{
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COLLISION_TYPE_NORMAL =0,
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COLLISION_TYPE_DAMAGE =1,
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COLLISION_TYPE_SLIPPERY =2,
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COLLISION_TYPE_ELECTRIC =3,
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COLLISION_TYPE_STICKY =4,
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COLLISION_TYPE_WATER =5,
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COLLISION_TYPE_BLANK =0,
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COLLISION_TYPE_NORMAL =1,
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COLLISION_TYPE_DAMAGE =2,
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COLLISION_TYPE_SLIPPERY =3,
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COLLISION_TYPE_ELECTRIC =4,
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COLLISION_TYPE_STICKY =5,
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COLLISION_TYPE_WATER =6,
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COLLISION_TYPE_SOLID =7,
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COLLISION_TYPE_DEATH =8,
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COLLISION_TYPE_DESTRUCTABLE =9,
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COLLISION_TYPE_FLAG_SHIFT =5,
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COLLISION_TYPE_FLAG_NORMAL =COLLISION_TYPE_NORMAL << COLLISION_TYPE_FLAG_SHIFT,
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@ -23,9 +27,12 @@ enum PSX_COLLSION_ENUM
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COLLISION_TYPE_FLAG_ELECTRIC =COLLISION_TYPE_ELECTRIC << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_STICKY =COLLISION_TYPE_STICKY << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_WATER =COLLISION_TYPE_WATER << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_SOLID =COLLISION_TYPE_SOLID << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_DEATH =COLLISION_TYPE_DEATH << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_FLAG_DESTRUCTABLE =COLLISION_TYPE_DESTRUCTABLE << COLLISION_TYPE_FLAG_SHIFT,
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COLLISION_TYPE_MASK = (0xff << COLLISION_TYPE_FLAG_SHIFT)&0xff,
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COLLISION_MASK = (0xff-COLLISION_TYPE_MASK)
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COLLISION_TYPE_MASK = ((0xff<<COLLISION_TYPE_FLAG_SHIFT)&0xff),
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COLLISION_TILE_MASK = (0xff - COLLISION_TYPE_MASK)
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};
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enum PSX_DATA_ENUM
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@ -258,6 +265,13 @@ struct sSpriteAnimBank
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//***************************************************************************
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//***************************************************************************
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// Things - Must be 4 byte aligned for pos data
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enum THING_FLAG
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{
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THING_FLAG_COLLISION=1<<0,
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THING_FLAG_MIRRORX=1<<1,
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THING_FLAG_MIRRORY=1<<2,
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};
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struct sThingHdr
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{
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u16 Count;
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@ -277,6 +291,7 @@ struct sThingActor
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u16 Speed;
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u16 TurnRate;
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u8 Flags;
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u8 Angle;
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u8 PointCount;
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// Point List...
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}; // 12
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@ -304,6 +319,8 @@ struct sThingFX
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{
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u16 Type;
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u16 Speed;
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u8 Flags;
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u8 Angle;
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sThingPoint Pos,Size;
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}; // 8
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@ -326,6 +343,7 @@ struct sThingHazard
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u16 TurnRate;
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u16 Respawn;
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u8 Flags;
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u8 Angle;
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u8 PointCount;
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// Point List...
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}; // 12
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