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@ -191,7 +191,9 @@ PICKUP_GFX := +spatula +token +pants +glint1 +glint2 +glint3 +glint4 \
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+c2_l1_quest_item +c2_l2_quest_item +c2_l3_quest_item +c2_l4_quest_item \
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+c3_l1_quest_item +c3_l2_quest_item +c3_l3_quest_item +c3_l4_quest_item \
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+c4_quest_item_1 +c4_quest_item_2 \
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+c5_l1_quest_item +c5_l2_quest_item +c5_l3_quest_item +c5_l4_quest_item
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+c5_l1_quest_item +c5_l2_quest_item +c5_l3_quest_item +c5_l4_quest_item \
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+sandwich +makeupbag +Uniform +toolbox +autograph
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PICKUP_GFX_IN := $(foreach FILE,$(PICKUP_GFX),$(PICKUP_GFX_DIR)/$(FILE).bmp)
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INGAMEFX_GFX_DIR := $(GRAF_DIR)/ingamefx
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@ -13,6 +13,11 @@
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/*
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Sprite/object control - Thrown objects, so need curved path, :o(
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FX
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1 Sandwich
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2 makeup bag
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3 uniform
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4 kelp bar
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5 fix tv
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*/
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@ -54,6 +59,11 @@ FX
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#include "utils\utils.h"
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#include "pad\pads.h"
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#include "gfx\font.h"
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#include "gfx\otpos.h"
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#include <sprites.h>
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#include "fx\fx.h"
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#include "fx\FXTvExplode.h"
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/* Std Lib
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------- */
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@ -83,6 +93,8 @@ FX
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#endif
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#define FRM__KELP_BAR FRM__C4_QUEST_ITEM_2
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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@ -144,10 +156,36 @@ typedef enum
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SC_SET_ACTOR_ANIM_STATE, // actor,state,loop
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SC_WALK_ACTOR_TO_POSITION, // actor,x,y,frames
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SC_CREATE_FX, // FxNo, X,Y, FXType
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SC_KILL_FX, // FxNo
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SC_SET_ITEM, // item, Frame
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SC_CARRY_ITEM, // item, actor
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SC_STOP, //
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} SCRIPT_COMMAND;
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/*
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struct sFMAItemTable
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{
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u16 Frame;
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DVECTOR SprOfs;
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};
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enum FMA_ITEM
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{
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FMA_ITEM_C1,
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FMA_ITEM_C2,
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FMA_ITEM_C3,
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FMA_ITEM_C4,
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FMA_ITEM_C5,
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FMA_ITEM_MAX
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}
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sFMAItemTable FMAItemTable[FMA_ITEM_MAX]
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{
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};
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*/
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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@ -161,6 +199,7 @@ struct sFMAAnim
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typedef struct
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{
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FileEquate m_file[2];
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DVECTOR m_ItemOfs;
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sFMAAnim m_anims[FMA_NUM_ANIMS];
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} ACTOR_GRAPHICS_DATA;
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@ -185,6 +224,16 @@ typedef struct
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u8 m_facing;
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} ACTOR_DATA;
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struct sItemData
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{
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DVECTOR m_Pos;
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s8 m_Actor;
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u8 m_facing;
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u16 m_Frame;
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s8 m_TargetActor;
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DVECTOR m_TargetPos;
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};
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/*----------------------------------------------------------------------
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Function Prototypes
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@ -193,15 +242,22 @@ typedef struct
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/*----------------------------------------------------------------------
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Vars
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---- */
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enum
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{
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FMA_FX_COUNT=4,
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FMA_ITEM_MAX=4,
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};
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CFmaScene FmaScene;
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CFX *m_FXTable[FMA_FX_COUNT];
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sItemData m_itemData[FMA_ITEM_MAX];
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/*****************************************************************************/
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// Actor graphics data
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static const ACTOR_GRAPHICS_DATA s_actorGraphicsData[FMA_NUM_ACTORS]=
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{
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{ // SpongeBob
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{ACTORS_SPONGEBOB_SBK,ACTORS_SPONGEBOB_FMA_SBK},
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{ACTORS_SPONGEBOB_SBK,ACTORS_SPONGEBOB_FMA_SBK},{-48,-48},
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{
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/*FMA_ANIM_IDLE*/ {0,ANIM_SPONGEBOB_IDLEBREATH},
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/*FMA_ANIM_WALK*/ {0,ANIM_SPONGEBOB_RUN},
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@ -221,7 +277,7 @@ static const ACTOR_GRAPHICS_DATA s_actorGraphicsData[FMA_NUM_ACTORS]=
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},
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},
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{ // Mermaid Man
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{ACTORS_MERMAIDMAN_SBK, (FileEquate)0},
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{ACTORS_MERMAIDMAN_SBK, (FileEquate)0},{-32,-64},
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{
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/*FMA_ANIM_IDLE*/ {0,ANIM_MERMAIDMAN_IDLE},
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/*FMA_ANIM_WALK*/ {0,-1},
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@ -241,7 +297,7 @@ static const ACTOR_GRAPHICS_DATA s_actorGraphicsData[FMA_NUM_ACTORS]=
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},
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},
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{ // Barnicle Boy
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{ACTORS_BARNACLEBOY_SBK, (FileEquate)0},
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{ACTORS_BARNACLEBOY_SBK, (FileEquate)0},{-32,-48},
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{
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/*FMA_ANIM_IDLE*/ {0,ANIM_BARNACLEBOY_IDLE},
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/*FMA_ANIM_WALK*/ {0,-1},
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@ -262,7 +318,7 @@ static const ACTOR_GRAPHICS_DATA s_actorGraphicsData[FMA_NUM_ACTORS]=
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},
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{ // Gary Da Snail
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{ACTORS_GARY_SBK, (FileEquate)0},
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{ACTORS_GARY_SBK, (FileEquate)0},{0,0},
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{
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/*FMA_ANIM_IDLE*/ {0,ANIM_GARY_IDLE},
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/*FMA_ANIM_WALK*/ {0,ANIM_GARY_IDLE},
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@ -282,7 +338,7 @@ static const ACTOR_GRAPHICS_DATA s_actorGraphicsData[FMA_NUM_ACTORS]=
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},
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},
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{ // Plankton
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{ACTORS_PLANKTON_SBK, (FileEquate)0},
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{ACTORS_PLANKTON_SBK, (FileEquate)0},{0,0},
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{
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/*FMA_ANIM_IDLE*/ {0,ANIM_PLANKTON_IDLE},
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/*FMA_ANIM_WALK*/ {0,-1},
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@ -403,6 +459,7 @@ static const int s_FMAC1EndScript[]=
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// Scene 1 - Shade Shoals
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SC_SNAP_CAMERA_TO, 4*16,18*16,
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SC_WAIT_ON_TIMER, 60*2,
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// Scene 2 - inside Shady Shoals
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_SIT,1,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,208*16,(30*16)+8,
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@ -427,6 +484,8 @@ static const int s_FMAC1EndScript[]=
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,270*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
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SC_SET_ITEM, 0,FRM__SANDWICH,
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SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,260*16,30*16,40,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,230*16,30*16,120,
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@ -438,6 +497,7 @@ static const int s_FMAC1EndScript[]=
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// scene 6 - sarnie flys thru the air
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// SC_SPRITE_SHIT
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SC_CARRY_ITEM, 0,FMA_ACTOR_MM,
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SC_MOVE_CAMERA_TO, 197*16,18*16,120,
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SC_WAIT_ON_CAMERA_STOP,
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@ -499,6 +559,8 @@ static const int s_FMAC2EndScript[]=
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,270*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
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SC_SET_ITEM, 0,FRM__MAKEUPBAG,
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SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,260*16,30*16,40,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH3_00_DAT,
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@ -508,6 +570,7 @@ static const int s_FMAC2EndScript[]=
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SC_WAIT_ON_CAMERA_STOP,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
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SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
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// Scene 7 - BB gives new task
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SITLOOKLEFT,1,
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@ -544,6 +607,8 @@ static const int s_FMAC3EndScript[]=
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,40*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
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SC_SET_ITEM, 0,FRM__UNIFORM,
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SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,14*16,30*16,104,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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@ -593,6 +658,7 @@ static const int s_FMAC3EndScript[]=
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_UNHIDE,0,
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SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_BB,
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SC_WAIT_ON_TIMER, 30,
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SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH4_02_DAT,
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// Scene 8 - SB Leaves
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@ -625,6 +691,9 @@ static const int s_FMAC4EndScript[]=
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,405*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
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SC_SET_ITEM, 0,FRM__KELP_BAR,
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SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_IDLE,1,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,370*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
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@ -636,6 +705,7 @@ static const int s_FMAC4EndScript[]=
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH5_00_DAT,
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// SB throws bar thru window
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SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
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// BB comes to Porthole
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_BB,374*16,30*16,60,
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@ -657,7 +727,6 @@ static const int s_FMAC4EndScript[]=
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/*****************************************************************************/
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/*** C5 End FMA **************************************************************/
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/*****************************************************************************/
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static const int s_FMAC5EndScript[]=
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{
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_CH6_00_DAT,
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@ -674,6 +743,8 @@ static const int s_FMAC5EndScript[]=
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,40*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
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SC_SET_ITEM, 0,FRM__TOOLBOX,
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SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,16*16,30*16,96,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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@ -690,8 +761,10 @@ static const int s_FMAC5EndScript[]=
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SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,220*16,30*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,1,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
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SC_SET_ITEM, 0,FRM__AUTOGRAPH,
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SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,205*16,30*16,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,206*16,30*16,
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SC_SNAP_CAMERA_TO, 197*16,18*16,
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@ -707,6 +780,8 @@ static const int s_FMAC5EndScript[]=
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH6_02_DAT,
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SC_CARRY_ITEM, 0,FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_QUICKEXIT,0,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
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SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_SPONGEBOB,
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@ -733,9 +808,11 @@ static const int s_FMAC5EndScript[]=
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SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,211*16,(30*16)+8,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
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SC_SNAP_CAMERA_TO, 197*16,18*16,
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SC_WAIT_ON_TIMER, 120,
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SC_WAIT_ON_TIMER, 60,
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// Scene 7 - TV goes pop
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SC_CREATE_FX, 0,207*16,28*16,CFX::FX_TYPE_TV_EXPLODE,
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SC_WAIT_ON_TIMER, 60*3,
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// Scene 8 - Outside, MM & BB SCREEEEEEEEEEEEEEEAM
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SC_SNAP_CAMERA_TO, 4*16,18*16,
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@ -750,8 +827,45 @@ static const int s_FMAC5EndScript[]=
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static const int s_FMAPlanktonScript[]=
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{
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SC_SNAP_CAMERA_TO, 0*16,0*16,
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SC_WAIT_ON_TIMER, 300000,
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SC_REGISTER_CONVERSATION, SCRIPTS_FMA_PLANKTON_DAT,
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SC_SNAP_CAMERA_TO, 0*16,5*16,
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SC_WAIT_ON_TIMER, 60*2,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,0*16,18*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,0,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_SPONGEBOB,true,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,18*16,18*16,72,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,32*16,18*16,56,
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SC_MOVE_CAMERA_TO, 21*16,5*16,84,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
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SC_WAIT_ON_CAMERA_STOP,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_PLANKTON,FMA_ANIM_IDLE,1,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_PLANKTON,42*16,18*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_PLANKTON,0,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_PLANKTON,true,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_PLANKTON_DAT,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,80*16,18*16,192,
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SC_MOVE_CAMERA_TO, 44*16,5*16,92,
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SC_WAIT_ON_CAMERA_STOP,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_SNAP_CAMERA_TO, 94*16,5*16,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_SPONGEBOB,114*16,18*16,
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SC_SET_ACTOR_FACING, FMA_ACTOR_SPONGEBOB,1,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,108*16,18*16,24,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
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SC_WAIT_ON_TIMER, 60,
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SC_STOP
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};
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@ -824,6 +938,16 @@ void CFmaScene::init()
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actor->m_facing=0;
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actor++;
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}
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for (i=0; i<FMA_FX_COUNT; i++)
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{
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m_FXTable[i]=0;
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}
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for (i=0; i<FMA_ITEM_MAX; i++)
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{
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m_itemData[i].m_Actor=-1;
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}
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CActorPool::SetUpCache();
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CActorPool::CleanUpCache();
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@ -833,6 +957,8 @@ void CFmaScene::init()
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m_pc=s_fmaScripts[s_chosenScript];
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CFader::setFadingIn();
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CSoundMediator::playSong();
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}
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@ -894,6 +1020,28 @@ void CFmaScene::render()
|
||||
actor++;
|
||||
}
|
||||
|
||||
for (i=0; i<FMA_ITEM_MAX; i++)
|
||||
{
|
||||
sItemData *item=&m_itemData[i];
|
||||
if (item->m_Actor!=-1)
|
||||
{
|
||||
DVECTOR pos;
|
||||
pos.vx=item->m_Pos.vx-m_cameraPos.vx;
|
||||
pos.vy=item->m_Pos.vy-m_cameraPos.vy;
|
||||
if (item->m_facing)
|
||||
{
|
||||
pos.vx-=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vx;
|
||||
}
|
||||
else
|
||||
{
|
||||
pos.vx+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vx;
|
||||
}
|
||||
pos.vy+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vy;
|
||||
|
||||
CGameScene::getSpriteBank()->printFT4(item->m_Frame,pos.vx,pos.vy,item->m_facing,0,OTPOS__PICKUP_POS-1);
|
||||
}
|
||||
}
|
||||
|
||||
CActorPool::CleanUpCache();
|
||||
|
||||
#if defined (__USER_paul__) || defined (__USER_daveo__)
|
||||
@ -1015,6 +1163,25 @@ void CFmaScene::think(int _frames)
|
||||
m_cameraPos.vy=m_startCameraPos.vy+(((m_endCameraPos.vy-m_startCameraPos.vy)*currentFrame)/totalFrames);
|
||||
}
|
||||
}
|
||||
// Handle Item
|
||||
for (i=0; i<FMA_ITEM_MAX; i++)
|
||||
{
|
||||
sItemData *item=&m_itemData[i];
|
||||
if (item->m_Actor!=-1)
|
||||
{
|
||||
DVECTOR &TargetPos=m_actorData[item->m_Actor].m_pos;
|
||||
DVECTOR Move;
|
||||
|
||||
Move.vx=TargetPos.vx-item->m_Pos.vx;
|
||||
Move.vy=TargetPos.vy-item->m_Pos.vy;
|
||||
|
||||
item->m_Pos.vx+=Move.vx;
|
||||
item->m_Pos.vy+=Move.vy;
|
||||
|
||||
item->m_facing=m_actorData[item->m_Actor].m_facing;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Process script
|
||||
do
|
||||
@ -1188,6 +1355,50 @@ void CFmaScene::startNextScriptCommand()
|
||||
}
|
||||
break;
|
||||
|
||||
case SC_CREATE_FX:
|
||||
{
|
||||
int FXNo;
|
||||
int FXType;
|
||||
DVECTOR Pos;
|
||||
m_pc++;
|
||||
|
||||
FXNo=*m_pc++;
|
||||
Pos.vx=*m_pc++;
|
||||
Pos.vy=*m_pc++;
|
||||
FXType=*m_pc++;
|
||||
|
||||
m_FXTable[FXNo]=CFX::Create((CFX::FX_TYPE)FXType,Pos);
|
||||
}
|
||||
break;
|
||||
|
||||
case SC_KILL_FX:
|
||||
{
|
||||
int FXNo;
|
||||
m_pc++;
|
||||
|
||||
FXNo=*m_pc++;
|
||||
m_FXTable[FXNo]->killFX();
|
||||
}
|
||||
break;
|
||||
|
||||
case SC_SET_ITEM: // item, actor, Frame
|
||||
{
|
||||
sItemData *item;
|
||||
m_pc++;
|
||||
item=&m_itemData[*m_pc++];
|
||||
item->m_Frame=*m_pc++;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case SC_CARRY_ITEM: // item, actor
|
||||
{
|
||||
sItemData *item;
|
||||
m_pc++;
|
||||
item=&m_itemData[*m_pc++];
|
||||
item->m_Actor=*m_pc++;
|
||||
}
|
||||
break;
|
||||
case SC_STOP: //
|
||||
m_scriptRunning=false;
|
||||
m_doOtherProcessing=true;
|
||||
|
Loading…
Reference in New Issue
Block a user