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@ -76,7 +76,7 @@ public:
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virtual void init();
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virtual void setGraphic( sThingHazard *ThisHazard );
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void shutdown();
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void think(int _frames);
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virtual void think(int _frames);
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virtual void render();
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virtual void setWaypoints( sThingHazard *ThisHazard );
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void setWaypointPtr( u16 *newPtr ) {m_npcPath.setWaypointPtr( newPtr );}
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@ -36,6 +36,22 @@ void CNpcCheckpointHazard::init()
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m_triggered = false;
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m_spriteFrame = FRM__CHECKPOINT;
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m_timer = 0;
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m_flick = false;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcCheckpointHazard::think(int _frames)
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{
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m_timer -= _frames;
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if ( m_timer <= 0 )
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{
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m_flick = !m_flick;
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m_timer = GameState::getOneSecondInFrames();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -43,6 +59,7 @@ void CNpcCheckpointHazard::init()
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void CNpcCheckpointHazard::render()
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{
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sFrameHdr *frameHdr;
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POLY_FT4 *Ft4;
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if ( m_isActive )
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{
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@ -67,7 +84,8 @@ void CNpcCheckpointHazard::render()
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y = Pos.vy - 100 - offset.vy - ( spriteHeight >> 1 );
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frameHdr = CGameScene::getSpriteBank()->getFrameHeader( m_spriteFrame );
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CGameScene::getSpriteBank()->printFT4( frameHdr, x, y, 0, 0, 10 );
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Ft4 = CGameScene::getSpriteBank()->printFT4( frameHdr, x, y, 0, 0, 10 );
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setSemiTrans( Ft4, m_flick );
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}
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}
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}
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@ -23,11 +23,14 @@ class CNpcCheckpointHazard : public CNpcHazard
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public:
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void init();
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void render();
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void think(int _frames);
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protected:
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void collidedWith(CThing *_thisThing);
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u8 m_triggered;
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int m_spriteFrame;
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int m_timer;
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u8 m_flick;
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};
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#endif
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