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@ -91,6 +91,7 @@ int s_globalLevelSelectThing=120;
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int CGameScene::s_readyToExit;
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int CGameScene::s_readyToExit;
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int CGameScene::s_levelFinished;
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int CGameScene::s_levelFinished;
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SpriteBank *CGameScene::s_BackSprites;
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/*****************************************************************************/
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/*****************************************************************************/
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@ -117,7 +118,12 @@ void CGameScene::init()
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CFader::setFadingIn();
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CFader::setFadingIn();
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s_BackSprites=new ("BackGfx Sprites") SpriteBank();
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s_BackSprites->load(LEVELS_LEVELBACKGFX_SPR);
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initLevel();
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initLevel();
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CFileIO::EnableASync(true);
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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@ -140,11 +146,13 @@ int CGameScene::canPause()
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void CGameScene::shutdown()
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void CGameScene::shutdown()
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{
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{
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CFileIO::EnableASync(false);
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shutdownLevel(true);
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shutdownLevel(true);
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CSoundMediator::dumpSong();
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CSoundMediator::dumpSong();
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m_pauseMenu->shutdown(); delete m_pauseMenu;
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m_pauseMenu->shutdown(); delete m_pauseMenu;
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s_genericFont->dump(); delete s_genericFont;
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s_genericFont->dump(); delete s_genericFont;
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s_BackSprites->dump(); delete s_BackSprites;
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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@ -168,6 +176,7 @@ void CGameScene::think(int _frames)
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// }
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// }
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//#endif
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//#endif
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CFileIO::LoadASyncFiles();
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if(s_readyToExit)
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if(s_readyToExit)
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{
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{
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@ -274,12 +283,15 @@ void CGameScene::initLevel()
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// Init actors (needs moving and tidying
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// Init actors (needs moving and tidying
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int actorNum;
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int actorNum;
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sThingActor **actorList = Level.getActorList();
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sThingActor **actorList = Level.getActorList();
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if (actorList)
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{
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for ( actorNum = 0 ; actorNum < Level.getActorCount() ; actorNum++ )
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for ( actorNum = 0 ; actorNum < Level.getActorCount() ; actorNum++ )
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{
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{
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CNpcEnemy *enemy;
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CNpcEnemy *enemy;
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enemy = new ("npc enemy") CNpcEnemy;
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enemy = new ("npc enemy") CNpcEnemy;
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ASSERT(enemy);
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enemy->setTypeFromMapEdit( actorList[actorNum]->Type );
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enemy->setTypeFromMapEdit( actorList[actorNum]->Type );
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enemy->init();
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enemy->init();
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enemy->setLayerCollision( Level.getCollisionLayer() );
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enemy->setLayerCollision( Level.getCollisionLayer() );
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@ -312,7 +324,7 @@ void CGameScene::initLevel()
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enemy->postInit();
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enemy->postInit();
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}
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}
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}
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// Song is loaded/dumped by the level, and played from here. This just gives some
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// Song is loaded/dumped by the level, and played from here. This just gives some
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// better timing over when it starts (pkg)
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// better timing over when it starts (pkg)
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CSoundMediator::playSong();
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CSoundMediator::playSong();
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@ -14,7 +14,7 @@
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/*****************************************************************************/
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/*****************************************************************************/
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class FontBank;
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class FontBank;
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class SpriteBank;
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class CGameScene : public CScene
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class CGameScene : public CScene
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{
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{
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public:
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public:
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@ -38,6 +38,8 @@ virtual int canPause();
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static void setReadyToExit() {s_readyToExit=true;}
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static void setReadyToExit() {s_readyToExit=true;}
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static void levelFinished() {s_levelFinished=true;}
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static void levelFinished() {s_levelFinished=true;}
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static SpriteBank *GetBackSprites() {return(s_BackSprites);}
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protected:
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protected:
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void initLevel();
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void initLevel();
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@ -52,6 +54,8 @@ protected:
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static int s_readyToExit;
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static int s_readyToExit;
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static int s_levelFinished;
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static int s_levelFinished;
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static SpriteBank *s_BackSprites;
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};
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};
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@ -13,6 +13,7 @@
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#include "LayerBack.h"
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#include "LayerBack.h"
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#include <levelbackgfx.h>
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#include <levelbackgfx.h>
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#include "Game\game.h"
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sBackRGBTable CLayerBack::BackRGBTable[]=
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sBackRGBTable CLayerBack::BackRGBTable[]=
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{
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{
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@ -54,14 +55,12 @@ CLayerBack::CLayerBack(sLayerHdr *Hdr,sTile *TileBank) : CLayerTile(Hdr,TileBank
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ASSERT(Data->Count<=LAYER_SHADE_RGB_MAX);
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ASSERT(Data->Count<=LAYER_SHADE_RGB_MAX);
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BandCount=Data->Count-1;
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BandCount=Data->Count-1;
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Sprites=new ("BackGfx Sprites") SpriteBank();
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Sprites=CGameScene::GetBackSprites();
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Sprites->load(LEVELS_LEVELBACKGFX_SPR);
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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CLayerBack::~CLayerBack()
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CLayerBack::~CLayerBack()
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{
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{
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Sprites->dump(); delete Sprites;
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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