removed some ancient comments
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parent
fe7cd62545
commit
62621ae345
11 changed files with 15 additions and 30 deletions
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@ -27,5 +27,4 @@ void main(void) {
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float f = clamp((end - z)/(end-start),0.0,1.0);
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gl_FragColor = f*texture2D(tex, pos) + (1.0-f)*fog_color;
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// gl_FragColor = vec4(z);
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}
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@ -184,8 +184,7 @@ Attack *boss_add_attack(Boss *boss, AttackType type, char *name, float timeout,
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boss->attacks = realloc(boss->attacks, sizeof(Attack)*(++boss->acount));
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Attack *a = &boss->attacks[boss->acount-1];
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// if(!boss->current)
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boss->current = &boss->attacks[0];
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boss->current = &boss->attacks[0];
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a->type = type;
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a->name = malloc(strlen(name)+1);
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@ -64,7 +64,6 @@ void free_attack(Attack *a);
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void start_attack(Boss *b, Attack *a);
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Attack *boss_add_attack(Boss *boss, AttackType type, char *name, float timeout, int hp, BossRule rule, BossRule draw_rule);
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// void boss_add_waypoint(Attack *attack, complex pos, int time);
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void boss_death(Boss **boss);
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@ -33,7 +33,7 @@ struct Enemy {
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long birthtime;
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int dir; // TODO: deprecate those
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int dir;
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int moving;
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EnemyLogicRule logic_rule;
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@ -104,14 +104,14 @@ typedef struct {
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MenuData *menu;
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Dialog *dialog;
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RefArray refs; // for super extra OOP-tardness: references. the cool way.
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RefArray refs;
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int game_over;
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int points;
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FPSCounter fps;
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int nostagebg; // I don't want the automatic stagebg handling to mess with the config, and I don't want that longass if in more than one place either.
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int nostagebg;
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Replay replay;
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int replaymode;
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@ -462,10 +462,7 @@ void draw_options_menu(MenuData *menu) {
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draw_options_menu_bg(menu);
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draw_text(AL_Right, 140*(1-menu->fade), 30, "Options", _fonts.mainmenu);
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//glColor4f(1,1,1,0.7);
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//draw_texture(SCREEN_W/2+40, SCREEN_H/2, "mainmenu/gate");
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glPushMatrix();
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glTranslatef(100, 100, 0);
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24
src/player.c
24
src/player.c
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@ -138,16 +138,16 @@ void player_logic(Player* plr) {
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if(plr->focus < 0 || (plr->focus > 0 && plr->focus < 30))
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plr->focus++;
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// if(global.frames - plr->recovery >= 0) {
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switch(plr->cha) {
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case Youmu:
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youmu_shot(plr);
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break;
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case Marisa:
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marisa_shot(plr);
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break;
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}
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// }
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switch(plr->cha) {
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case Youmu:
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youmu_shot(plr);
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break;
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case Marisa:
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marisa_shot(plr);
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break;
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}
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if(global.frames == plr->deathtime)
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player_realdeath(plr);
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@ -173,10 +173,6 @@ void player_logic(Player* plr) {
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void player_bomb(Player *plr) {
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if(global.frames - plr->recovery >= 0 && plr->bombs > 0) {
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// Enemy *e;
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// for(e = global.enemies; e; e = e->next)
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// if(e->hp != ENEMY_IMMUNE)
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// e->hp = 0;
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delete_projectiles(&global.projs);
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@ -36,7 +36,6 @@ typedef struct StageInfo {
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int id;
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StageRule loop;
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int hidden;
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// reserved for draw_stage_title when/if it's used
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char *title;
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char *subtitle;
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@ -153,7 +153,6 @@ void stage2_draw() {
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bgcontext.cv[1] += 0.1;
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bgcontext.crot[2] += 0.5;
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}
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// bgcontext.cv[1] -= 0.5;
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draw_stage3d(&bgcontext, 7000);
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@ -98,8 +98,6 @@ void stage4_lake_draw(Vector pos) {
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glPushMatrix();
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glTranslatef(pos[0], pos[1]+140, pos[2]);
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glScalef(15,15,15);
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// glRotatef(180,1,0,0);
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draw_model("lake");
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glPopMatrix();
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@ -138,6 +138,5 @@ void stage5_end() {
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}
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void stage5_loop() {
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// ShaderRule shaderrules[] = { stage3_fog, NULL };
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stage_loop(stage_get(5), stage5_start, stage5_end, stage5_draw, stage5_events, NULL, 5700);
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}
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