/*========================================================================= player.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "player\player.h" #ifndef __ANIM_HEADER__ #include "gfx\anim.h" #endif #ifndef __PAD_PADS_H__ #include "pad\pads.h" #endif #ifndef __GAME_GAMESLOT_H__ #include "game\gameslot.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __LAYER_COLLISION_H__ #include "level\collision.h" #endif // to be removed #include "gfx\tpage.h" /* Std Lib ------- */ /* Data ---- */ #ifndef __ANIM_SPONGEBOB_HEADER__ #include #endif /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ //#define _RECORD_DEMO_MODE_ #ifdef __USER_paul__ #define _STATE_DEBUG_ #endif #define SLIPSPEED 10 // Speed that player slips on icy surfaces /*---------------------------------------------------------------------- Structure defintions -------------------- */ // Two dice. One says 'Re' on every face, the other says 'boot', // 'install', 'try', 'tire', 'sume' and 'number' /* WEAPON MODES unamred constant karate-chop constant balloon timed ( respawn ) bubble mixture (un)limited supply ( respawn ) helmet constant ( respawn ) coral blower constant ( respawn ) net constant jelly launcher limited supply ( respawn ) POWER-UPS glasses constant squeaky boots timed ( respawn ) mm & bb ring timed */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ #ifdef _RECORD_DEMO_MODE_ #include "player\demoplay.h" #define MAX_DEMO_SIZE 512 // So max size of a demo is 1k #define MAX_DEMO_TIME_IN_FRAMES 30*60 // Recorded demo will last 30 seconds static CDemoPlayer::demoPlayerControl s_demoControls[MAX_DEMO_SIZE]={{PI_NONE,0}}; static int s_demoSize=0; static int s_demoFrameCount=0; static void writeDemoControls() { char filename[32]; int fh; int fc=MAX_DEMO_TIME_IN_FRAMES; sprintf(filename,"demo____.dmo"); fh=PCcreat((char *)filename,0); ASSERT(fh!=-1); PCwrite(fh,(char*)&fc,sizeof(fc)); // frame count PCwrite(fh,(char*)&s_demoSize,sizeof(s_demoSize)); // demo size for(int i=0;ithink(this); thinkVerticalMovement(); thinkHorizontalMovement(); // Powerups if(m_squeakyBootsTimer) { m_squeakyBootsTimer--; } if(m_invinvibilityRingTimer) { m_invinvibilityRingTimer--; } // Flashing.. if(m_invincibleFrameCount) { m_invincibleFrameCount--; } #ifdef _STATE_DEBUG_ sprintf(posBuf,"%03d (%02d) ,%03d (%02d) = dfg:%+02d",Pos.vx,Pos.vx&0x0f,Pos.vy,Pos.vy&0x0f,m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy)); #endif if(Pos.vx<64)Pos.vx=64; else if(Pos.vx>m_mapEdge.vx-64)Pos.vx=m_mapEdge.vx-64; if(Pos.vy<64)Pos.vy=64; else if(Pos.vy>m_mapEdge.vy-64)Pos.vy=m_mapEdge.vy-64; // Teeter if on an edge if(m_currentState==STATE_IDLE&&isOnEdge()) { setState(STATE_IDLETEETER); } // Look around int pad=getPadInputHeld(); if(PadGetDown(0)&PAD_CIRCLE) { m_skel.blink(); } // Camera scroll.. if(m_cameraScrollDir==-1) { if(m_cameraScrollPos.vx>-CAMERA_SCROLLLIMIT<<8) { m_cameraScrollPos.vx-=CAMERA_SCROLLSPEED; if(m_cameraScrollPos.vx<-CAMERA_SCROLLLIMIT<<8) { m_cameraScrollPos.vx=-CAMERA_SCROLLLIMIT<<8; m_cameraScrollDir=0; } } } else if(m_cameraScrollDir==+1) { if(m_cameraScrollPos.vx<(CAMERA_SCROLLLIMIT<<8)) { m_cameraScrollPos.vx+=CAMERA_SCROLLSPEED; if(m_cameraScrollPos.vx>CAMERA_SCROLLLIMIT<<8) { m_cameraScrollPos.vx=CAMERA_SCROLLLIMIT<<8; m_cameraScrollDir=0; } } } s_modes[m_currentMode].m_modeControl->think(this); } // Move the camera offset m_playerScreenPos.vx=MAP3D_CENTRE_X+((MAP3D_BLOCKSTEPSIZE*m_cameraScrollPos.vx)>>8); m_playerScreenPos.vy=MAP3D_CENTRE_Y+((MAP3D_BLOCKSTEPSIZE*m_cameraScrollPos.vy)>>8); m_cameraOffset.vx=MAP2D_CENTRE_X+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx))>>8); m_cameraOffset.vy=MAP2D_CENTRE_Y+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vy))>>8); m_cameraPos.vx=Pos.vx+m_cameraOffset.vx; m_cameraPos.vy=Pos.vy+m_cameraOffset.vy; // Limit camera scroll to the edges of the map if(m_cameraPos.vx<0) { m_playerScreenPos.vx+=m_cameraPos.vx*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE; m_cameraPos.vx=0; m_cameraScrollDir=0; } else if(m_cameraPos.vx>m_mapCameraEdges.vx) { m_playerScreenPos.vx-=(m_mapCameraEdges.vx-m_cameraPos.vx)*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE; m_cameraPos.vx=m_mapCameraEdges.vx; m_cameraScrollDir=0; } if(m_cameraPos.vy<0) { m_playerScreenPos.vy+=m_cameraPos.vy*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE; m_cameraPos.vy=0; m_cameraScrollDir=0; } else if(m_cameraPos.vy>m_mapCameraEdges.vy) { m_playerScreenPos.vy-=(m_mapCameraEdges.vy-m_cameraPos.vy)*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE; m_cameraPos.vy=m_mapCameraEdges.vy; m_cameraScrollDir=0; } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::thinkVerticalMovement() { int colHeight; colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,1); if(colHeight>=0) { // Above or on the ground // Are we falling? if(m_moveVel.vy>0) { // Yes.. Check to see if we're about to hit/go through the ground colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy+(m_moveVel.vy>>VELOCITY_SHIFT),PLAYER_TERMINAL_VELOCITY+1); if(colHeight<=0) { // Just hit the ground // Stick at ground level Pos.vy+=(m_moveVel.vy>>VELOCITY_SHIFT)+colHeight; m_moveVel.vy=0; m_fallFrames=0; if(m_currentMode!=PLAYER_MODE_BALLOON) { if(m_currentState==STATE_BUTTFALL) { // Landed from a butt bounce setState(STATE_BUTTLAND); } else if(m_currentState==STATE_FALLFAR) { // Landed from a painfully long fall setState(STATE_IDLE); takeDamage(DAMAGE__FALL); m_moveVel.vx=0; CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_LAND_AFTER_FALL); } else if(m_moveVel.vx) { // Landed from a jump with x movement setState(STATE_RUN); } else { // Landed from a jump with no x movement setState(STATE_IDLE); setAnimNo(ANIM_SPONGEBOB_JUMPEND); } } } } else if(colHeight) { if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&& m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&& m_currentState!=STATE_JUMP) { // Was floating in the air.. fall! setState(STATE_FALL); } } } else { /* // Below ground // Perhaps we should be falling? if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&& m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&& m_currentState!=STATE_JUMP) { setState(STATE_FALL); } */ } Pos.vy+=m_moveVel.vy>>VELOCITY_SHIFT; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::thinkHorizontalMovement() { if(m_moveVel.vx) { int colHeight; colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,5); if(colHeight==0) { // Ok.. we're on the ground. What happens if we move left/right colHeight=m_layerCollision->getHeightFromGround(Pos.vx+(m_moveVel.vx>>VELOCITY_SHIFT),Pos.vy); if(colHeight<-8) { // Big step up. Stop at the edge of the obstruction int dir,vx,cx,i; if(m_moveVel.vx<0) { dir=-1; vx=-m_moveVel.vx>>VELOCITY_SHIFT; } else { dir=+1; vx=m_moveVel.vx>>VELOCITY_SHIFT; } cx=Pos.vx; for(i=0;igetHeightFromGround(cx,Pos.vy)<-8) { break; } cx+=dir; } Pos.vx=cx-dir; // If running then go to idle, otherwise leave in same state if(m_currentState==STATE_RUN) { setState(STATE_IDLE); } m_moveVel.vx=0; // Get the height at this new position and then try the step-up code below. // Without this, there are problems when you run up a slope and hit a wall at the same time colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy); } if(colHeight&&colHeight>=-8&&colHeight<=8) { // Small step up/down. Follow the contour of the level Pos.vy+=colHeight; } } else { // In the air // if(!(colHeight<0&&m_currentState==STATE_JUMP)) // Lets you jump through platforms from below if(colHeight>=0) // Lets you jump through platforms from below { colHeight=m_layerCollision->getHeightFromGround(Pos.vx+(m_moveVel.vx>>VELOCITY_SHIFT),Pos.vy,5); if(colHeight<0) { // Stop at the edge of the obstruction int dir,vx,cx,i; if(m_moveVel.vx<0) { dir=-1; vx=-m_moveVel.vx>>VELOCITY_SHIFT; } else { dir=+1; vx=m_moveVel.vx>>VELOCITY_SHIFT; } cx=Pos.vx; for(i=0;igetHeightFromGround(cx,Pos.vy)<0) { break; } cx+=dir; } Pos.vx=cx-dir; m_moveVel.vx=0; } } } Pos.vx+=m_moveVel.vx>>VELOCITY_SHIFT; } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int panim=-1; #include "gfx\prim.h" // (pkg) int healthx=100; int healthy=27; int healthw=10; int healthh=10; int healthg=2; int livesx=162; int livesy=28; #ifdef __USER_paul__ int mouth=-1,eyes=-1; #endif void CPlayer::render() { CPlayerThing::render(); #ifdef _STATE_DEBUG_ s_debugFont.print(40,40,posBuf); #endif // Render if(m_invincibleFrameCount==0||m_invincibleFrameCount&2) { #ifdef __USER_paul__ if(mouth!=-1) { m_skel.setMouthTex(mouth); mouth=-1; } if(eyes!=-1) { m_skel.setEyeTex(eyes); eyes=-1; } #endif //int xval=(255-(MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx>>8))); //DrawLine(xval-7,0,xval-7,255,0,128,255,0); //DrawLine(xval+7,0,xval+7,255,0,128,255,0); m_skel.setPos(m_playerScreenPos); if(panim!=-1) m_skel.setAnimNo(panim); else m_skel.setAnimNo(m_animNo); m_skel.setFrame(m_animFrame); m_skel.Animate(this); m_skel.Render(this); } #ifdef _STATE_DEBUG_ char buf[128]; sprintf(buf,"STATE: %s",s_stateText[m_currentState]); s_debugFont.print(40,200,buf); sprintf(buf,"MODE: %s",s_modeText[m_currentMode]); s_debugFont.print(40,210,buf); #endif // Temporary health/lives thing #ifdef __USER_paul__ int i,x; x=healthx; for(i=0;i<5;i++) { POLY_F4 *f4; f4=GetPrimF4(); setXYWH(f4,x,healthy,healthw,healthh); if(iMAX_HEALTH) { s_health=MAX_HEALTH; } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::addLife() { m_lives++; if(m_lives>MAX_LIVES) { m_lives=MAX_LIVES; } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ const PlayerMetrics *CPlayer::getPlayerMetrics() { return &s_modes[m_currentMode].m_metrics; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayer::setState(PLAYER_STATE _state) { CPlayerState *nextState; int ret=false; nextState=s_modes[m_currentMode].m_states[_state]; if(nextState) { m_currentStateClass=nextState; m_currentStateClass->enter(this); m_currentState=_state; ret=true; } return ret; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::setMode(PLAYER_MODE _mode) { m_currentMode=_mode; // Need to do something about this setState() for when the new mode doesn't have that state (pkg) if(!setState(m_currentState)) { m_moveVel.vx=0; m_moveVel.vy=0; setState(STATE_IDLE); } s_modes[m_currentMode].m_modeControl->enter(this); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayer::getFacing() { return m_facing; } void CPlayer::setFacing(int _facing) { if(m_facing!=_facing) { m_facing=_facing; m_skel.setDir(_facing); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayer::getAnimFrame() { return m_animFrame; } void CPlayer::setAnimFrame(int _animFrame) { const AnimSfx *sfx; m_animFrame=_animFrame; // Are there any sfx for this frame? sfx=&s_animSfx[m_animNo]; if(sfx->m_numAnimFrameSfx) { const AnimFrameSfx *frameSfx; int i; frameSfx=sfx->m_animFrameSfx; for(i=0;im_numAnimFrameSfx;i++) { if(m_animFrame==frameSfx->m_frame) { CSoundMediator::SFXID sfxId=frameSfx->m_sfxId; if(m_squeakyBootsTimer) { // Ugh.. horrible way to change the sfx when wearing squeaky boots (pkg) if(sfxId==CSoundMediator::SFX_SPONGEBOB_WALK_1)sfxId=CSoundMediator::SFX_SPONGEBOB_SQUEAKY_SHOES_1; else if(sfxId==CSoundMediator::SFX_SPONGEBOB_WALK_2)sfxId=CSoundMediator::SFX_SPONGEBOB_SQUEAKY_SHOES_2; } CSoundMediator::playSfx(sfxId); break; } if(m_animFramem_frame) { break; } frameSfx++; } } } int CPlayer::getAnimFrameCount() { return m_skel.getFrameCount(); } int CPlayer::getAnimNo() { return m_animNo; } void CPlayer::setAnimNo(int _animNo) { m_animNo=_animNo; setAnimFrame(0); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ DVECTOR CPlayer::getMoveVelocity() { return m_moveVel; } void CPlayer::setMoveVelocity(DVECTOR *_moveVel) { m_moveVel=*_moveVel; } DVECTOR CPlayer::getPlayerPos() { return Pos; } void CPlayer::setPlayerPos(DVECTOR *_pos) { Pos=*_pos; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ PLAYERINPUT CPlayer::getPadInputHeld() { return m_padInput; } PLAYERINPUT CPlayer::getPadInputDown() { return m_padInputDown; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayer::isOnSlippySurface() { int ret=false; if(m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,5)==0&& m_layerCollision->getCollisionType(Pos.vx,Pos.vy)&COLLISION_TYPE_FLAG_SLIPPERY) { ret=true; } return ret; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: FACING_LEFT if left half of player is hanging, FACING_RIGHT if right half of player is hanging or 0 if no part of the player is hanging ---------------------------------------------------------------------- */ int csize=5; int cheight=15; int CPlayer::isOnEdge() { int ret=0; if(m_layerCollision->getHeightFromGround(Pos.vx-csize,Pos.vy,cheight+1)>cheight) { ret=FACING_LEFT; } else if(m_layerCollision->getHeightFromGround(Pos.vx+csize,Pos.vy,cheight+1)>cheight) { ret=FACING_RIGHT; } return ret; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayer::canMoveLeft() { return m_layerCollision->getHeightFromGround(Pos.vx-1,Pos.vy,16)>-8?true:false; } int CPlayer::canMoveRight() { return m_layerCollision->getHeightFromGround(Pos.vx+1,Pos.vy,16)>-8?true:false; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::moveLeft() { const PlayerMetrics *metrics; metrics=getPlayerMetrics(); setFacing(FACING_LEFT); if(m_moveVel.vx<=0) { m_moveVel.vx-=metrics->m_metric[PM__RUN_SPEEDUP]; if(m_moveVel.vx<-metrics->m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__RUN_REVERSESLOWDOWN]; } if(m_moveVel.vx<-CAMERA_STARTMOVETHRESHOLD||m_cameraScrollPos.vx<-CAMERA_SCROLLTHRESHOLD<<8) { m_cameraScrollDir=+1; } else if(m_moveVel.vx>-CAMERA_STOPMOVETHRESHOLD) { m_cameraScrollDir=0; } } void CPlayer::moveRight() { const PlayerMetrics *metrics; metrics=getPlayerMetrics(); setFacing(FACING_RIGHT); if(m_moveVel.vx>=0) { m_moveVel.vx+=metrics->m_metric[PM__RUN_SPEEDUP]; if(m_moveVel.vx>metrics->m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__RUN_REVERSESLOWDOWN]; } if(m_moveVel.vx>CAMERA_STARTMOVETHRESHOLD||m_cameraScrollPos.vx>CAMERA_SCROLLTHRESHOLD<<8) { m_cameraScrollDir=-1; } else if(m_moveVel.vxm_metric[PM__RUN_SLOWDOWN]; if(m_moveVel.vx>-stopSpeed) { m_moveVel.vx=-stopSpeed; if(m_currentState==STATE_RUN) { setState(STATE_IDLE); } } } else if(m_moveVel.vx>0) { if(stopSpeed>m_moveVel.vx) { stopSpeed=m_moveVel.vx; } m_moveVel.vx-=metrics->m_metric[PM__RUN_SLOWDOWN]; if(m_moveVel.vx=PLAYER_TERMINAL_VELOCITY<metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES]) { setState(STATE_FALLFAR); } } } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::respawn() { setState(STATE_IDLE); // Strip any items that the player might be holding if(m_currentMode!=PLAYER_MODE_BASICUNARMED) { setMode(PLAYER_MODE_FULLUNARMED); } else { setMode(PLAYER_MODE_BASICUNARMED); } s_health=MAX_HEALTH; m_invincibleFrameCount=INVIBCIBLE_FRAMES__START; Pos=m_respawnPos; m_moveVel.vx=0; m_moveVel.vy=0; m_fallFrames=0; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ #ifdef __VERSION_DEBUG__ int invincibleSponge=false; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode.. #endif void CPlayer::takeDamage(DAMAGE_TYPE _damage) { if(!m_invincibleFrameCount|| // Don't take damage if still recovering from the last hit m_invinvibilityRingTimer) // Or if we have the invincibility ring on { int ouchThatHurt=true; // Check if we are currently immune to this damage type switch(_damage) { case DAMAGE__FALL: case DAMAGE__LAVA: case DAMAGE__HIT_ENEMY: break; case DAMAGE__ELECTROCUTION: if(m_squeakyBootsTimer) { ouchThatHurt=false; } break; } if(ouchThatHurt) { #ifdef __VERSION_DEBUG__ if(invincibleSponge){m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;return;} #endif if(s_health) { m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT; s_health--; } else { CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_DEFEATED_JINGLE); setState(STATE_DEAD); } } } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::updatePadInput() { m_lastPadInput=m_padInput; m_padInput=readPadInput(); m_padInputDown=(PLAYERINPUT)(m_padInput&(m_lastPadInput^-1)); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ PLAYERINPUT CPlayer::readPadInput() { PLAYERINPUT input; int pad; input=PI_NONE; pad=PadGetHeld(0); if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_UP)) { input=(PLAYERINPUT)(input|PI_UP); } if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_DOWN)) { input=(PLAYERINPUT)(input|PI_DOWN); } if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_LEFT)) { input=(PLAYERINPUT)(input|PI_LEFT); } if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_RIGHT)) { input=(PLAYERINPUT)(input|PI_RIGHT); } if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_JUMP)) { input=(PLAYERINPUT)(input|PI_JUMP); } if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_ACTION)) { input=(PLAYERINPUT)(input|PI_ACTION); } #ifdef _RECORD_DEMO_MODE_ CDemoPlayer::demoPlayerControl *crnt; PLAYERINPUT lastInput; crnt=&s_demoControls[s_demoSize]; if(s_demoFrameCount==0) { crnt->m_inputValue=input; } lastInput=(PLAYERINPUT)crnt->m_inputValue; if(crnt->m_length==255) { lastInput=(PLAYERINPUT)(input-1); } if(lastInput==input) { crnt->m_length++; } else { s_demoSize++; ASSERT(s_demoSizem_inputValue=input; crnt->m_length=1; } s_demoFrameCount++; if(s_demoFrameCount==30*60) { writeDemoControls(); ASSERT(!"DEMO ENDED"); } #endif return input; } /*=========================================================================== end */