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Merge branch 'master' into sdl2

Conflicts:
	CMakeLists.txt
This commit is contained in:
fgenesis 2013-07-20 03:43:58 +02:00
commit f4ea746497
35 changed files with 200 additions and 84 deletions

View file

@ -5,7 +5,6 @@
// Define BBGE_SKIP_CONFIG_HEADERS to use CMake-only configuration.
#ifndef BBGE_SKIP_CONFIG_HEADERS
#define AQUARIA_FULL 1
//#define AQUARIA_DEMO 1
#define AQUARIA_BUILD_CONSOLE 1
#define AQUARIA_BUILD_SCENEEDITOR 1

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@ -1001,7 +1001,6 @@ This build is not yet final, and as such there are a couple things lacking. They
bool fullscreen = true;
int joystickMode = 0;
int dsq_filter = 0;
developerKeys = false;
voiceOversEnabled = true;
@ -1025,13 +1024,6 @@ This build is not yet final, and as such there are a couple things lacking. They
useFrameBuffer = user.video.fbuffer;
#ifdef AQUARIA_DEMO
developerKeys = 0;
#endif
if (exists("unlockdeveloperkeys"))
developerKeys = 1;
if (isDeveloperKeys())
{
maxPages = 600/saveSlotPageSize;
@ -1567,11 +1559,15 @@ This build is not yet final, and as such there are a couple things lacking. They
sound->playSfx("defense", 0.5);
sound->playSfx("visionwakeup");
*/
#if defined(AQUARIA_FULL) || defined(AQUARIA_DEMO)
float trans = 0.5;
overlay->alpha.interpolateTo(1, trans);
core->main(trans);
#endif
// Don't do transitions for a faster start up in dev mode
if (!isDeveloperKeys())
{
float trans = 0.5;
overlay->alpha.interpolateTo(1, trans);
core->main(trans);
}
removeRenderObject(loading);
loading = 0;
removeRenderObject(sidel);
@ -1593,11 +1589,11 @@ This build is not yet final, and as such there are a couple things lacking. They
bindInput();
#if defined(AQUARIA_FULL) || defined(AQUARIA_DEMO)
enqueueJumpState("BitBlotLogo");
#else
title();
#endif
// Go directly to the title in dev mode
if(isDeveloperKeys())
title();
else
enqueueJumpState("BitBlotLogo");
}
void DSQ::recreateBlackBars()
@ -2018,7 +2014,7 @@ void DSQ::reloadDevice()
#ifdef AQUARIA_BUILD_CONSOLE
void DSQ::toggleConsole()
{
if (console)
if (console && isDeveloperKeys())
{
if (console->alpha == 0)
{
@ -2805,11 +2801,6 @@ void DSQ::nag(NagType type)
void DSQ::doModSelect()
{
#ifdef AQUARIA_DEMO
nag(NAG_TOTITLE);
return;
#endif
modIsSelected = false;
dsq->loadMods();
@ -2823,10 +2814,14 @@ void DSQ::doModSelect()
main(-1);
clearModSelector();
if (modIsSelected)
{
#ifdef AQUARIA_DEMO
nag(NAG_TOTITLE);
#else
dsq->startSelectedMod();
#endif
}
inModSelector = false;
@ -4159,21 +4154,11 @@ void DSQ::vision(std::string folder, int num, bool ignoreMusic)
bool DSQ::isDeveloperKeys()
{
///HACK TEMPORARY
//return true;
#if !defined(AQUARIA_FULL) && !defined(AQUARIA_DEMO)
return true;
#endif
#ifdef AQUARIA_DEMO
return false;
#endif
#ifdef AQUARIA_FULL
return false;
#endif
return developerKeys;
return user.system.devModeOn;
}
bool DSQ::canOpenEditor() const

View file

@ -1612,7 +1612,6 @@ protected:
void updatepecue(float dt);
std::vector<PECue> pecue;
bool developerKeys;
void onMouseInput();
std::vector<std::string> voxQueue;

View file

@ -31,26 +31,27 @@ static void MakeRan(void)
{
#ifdef BBGE_BUILD_WINDOWS
std::ofstream out("ran");
for (int i = 0; i < 32; i++)
out << rand()%1000;
out.close();
if(out)
{
for (int i = 0; i < 32; i++)
out << rand()%1000;
out.close();
}
#endif
}
static void StartAQConfig()
{
#if defined(BBGE_BUILD_WINDOWS)
#if defined(AQUARIA_DEMO) || defined(AQUARIA_FULL)
if (!exists("ran", false))
if (!exists("ran", false, true))
{
MakeRan();
if(exists("aqconfig.exe", false))
if(exists("AQConfig.exe", false, true))
{
ShellExecute(NULL, "open", "aqconfig.exe", NULL, NULL, SW_SHOWNORMAL);
ShellExecute(NULL, "open", "AQConfig.exe", NULL, NULL, SW_SHOWNORMAL);
exit(0);
}
}
#endif
remove("ran");
#endif
}

View file

@ -338,14 +338,12 @@ void ModSelectorScreen::initNetPanel()
#ifdef BBGE_BUILD_VFS
if(!gotServerList)
{
// FIXME: demo should be able to see downloadable mods imho
#ifndef AQUARIA_DEMO
moddl.init();
std::string serv = dsq->user.network.masterServer;
if(serv.empty())
serv = DEFAULT_MASTER_SERVER;
moddl.GetModlist(serv, true, true);
#endif
gotServerList = true; // try this only once (is automatically reset on failure)
}
#endif
@ -502,11 +500,6 @@ void ModIcon::onClick()
{
dsq->sound->playSfx("click");
#ifdef AQUARIA_DEMO
dsq->nag(NAG_TOTITLE);
return;
#endif
switch(modType)
{
case MODTYPE_MOD:
@ -520,18 +513,24 @@ void ModIcon::onClick()
case MODTYPE_PATCH:
{
#ifdef AQUARIA_DEMO
dsq->sound->playSfx("denied");
core->quitNestedMain();
dsq->modIsSelected = true; // HACK: trigger nag screen
dsq->selectedMod = -1;
break;
#endif
std::set<std::string>::iterator it = dsq->activePatches.find(fname);
if(it != dsq->activePatches.end())
{
dsq->sound->playSfx("pet-off");
dsq->unapplyPatch(fname);
//dsq->screenMessage(modname + " - deactivated"); // DEBUG
}
else
{
dsq->sound->playSfx("pet-on");
dsq->applyPatch(fname);
//dsq->screenMessage(modname + " - activated"); // DEBUG
}
updateStatus();
break;
@ -711,7 +710,9 @@ void ModIconOnline::onClick()
dsq->sound->playSfx("click");
#ifdef AQUARIA_DEMO
dsq->nag(NAG_TOTITLE);
core->quitNestedMain();
dsq->modIsSelected = true; // HACK: trigger nag screen
dsq->selectedMod = -1;
return;
#endif

View file

@ -39,8 +39,6 @@ extern "C"
#include "../BBGE/MathFunctions.h"
#if defined(AQUARIA_FULL) || defined(AQUARIA_DEMO)
// Define this to 1 to check types of pointers passed to functions,
// and warn if a type mismatch is detected. In this case,
// the pointer is treated as NULL, to avoid crashing or undefined behavior.
@ -51,25 +49,16 @@ extern "C"
// If true, send all sort of script errors to errorLog instead of debugLog.
// On win32/OSX, this pops up message boxes which help to locate errors easily,
// but can be annoying for regular gameplay.
const bool loudScriptErrors = false;
bool loudScriptErrors = false;
// Set this to true to complain whenever a script tries to
// get or set a global variable.
const bool complainOnGlobalVar = false;
bool complainOnGlobalVar = false;
// Set this to true to complain whenever a script tries to get an undefined
// thread-local variable.
const bool complainOnUndefLocal = false;
bool complainOnUndefLocal = false;
#else
// Use maximal safety for developer builds.
#define CHECK_POINTER_TYPES 1
const bool loudScriptErrors = true;
const bool complainOnGlobalVar = true;
const bool complainOnUndefLocal = true;
#endif
// List of all interface functions called by C++ code, terminated by NULL.
static const char * const interfaceFunctions[] = {
@ -3835,7 +3824,7 @@ luaFunc(spawnManaBall)
Vector p;
p.x = lua_tonumber(L, 1);
p.y = lua_tonumber(L, 2);
int amount = lua_tonumber(L, 3);
float amount = lua_tonumber(L, 3);
dsq->game->spawnManaBall(p, amount);
luaReturnNil();
}
@ -9739,6 +9728,13 @@ ScriptInterface::ScriptInterface()
void ScriptInterface::init()
{
bool devmode = dsq->isDeveloperKeys();
// Everything on in dev mode, everything off otherwise.
bool loudScriptErrors = devmode;
bool complainOnGlobalVar = devmode;
bool complainOnUndefLocal = devmode;
if (!baseState)
baseState = createLuaVM();
}

View file

@ -54,6 +54,12 @@ void UserSettings::save()
xml_locale.SetAttribute("name", system.locale);
}
xml_system.InsertEndChild(xml_locale);
TiXmlElement xml_devmode("DeveloperMode");
{
xml_devmode.SetAttribute("on", system.devModeOn);
}
xml_system.InsertEndChild(xml_devmode);
}
doc.InsertEndChild(xml_system);
@ -370,6 +376,12 @@ void UserSettings::load(bool doApply, const std::string &overrideFile)
{
system.locale = xml_locale->Attribute("name");
}
TiXmlElement *xml_devmode = xml_system->FirstChildElement("DeveloperMode");
if (xml_devmode)
{
xml_devmode->Attribute("on", &system.devModeOn);
}
}
TiXmlElement *xml_audio = doc.FirstChildElement("Audio");

View file

@ -78,9 +78,10 @@ class UserSettings
public:
struct System
{
System() { debugLogOn = 0; }
System() { debugLogOn = 0; devModeOn = 0; }
int debugLogOn;
std::string locale;
int devModeOn;
} system;
struct Audio

View file

@ -1220,7 +1220,11 @@ void WorldMapRender::onUpdate(float dt)
else
{
#ifdef AQUARIA_BUILD_MAPVIS
if (!dsq->isInCutscene() && dsq->game->avatar && activeTile && !dsq->game->sceneEditor.isOn())
if (!dsq->isInCutscene() && dsq->game->avatar && activeTile
#ifdef AQUARIA_BUILD_SCENEEDITOR
&& !dsq->game->sceneEditor.isOn()
#endif
)
{
const float screenWidth = core->getVirtualWidth() * core->invGlobalScale;
const float screenHeight = core->getVirtualHeight() * core->invGlobalScale;

View file

@ -19,11 +19,18 @@ along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "AquariaCompileConfig.h"
#include <Winver.h>
#include <Windows.h>
#include "resource.h" // Might as well use what's there, even though it's questionable.
#include "custom-fields.h"
#define AQUARIA_RC_FILEVERSION 1,1,3,999
#define AQUARIA_RC_PRODUCTVERSION 1,1,3,0
#define AQUARIA_RC_PRODUCTVERSION_STRING "1.1.3"
#define AQUARIA_RC_COMMENTS AQUARIA_OVERRIDE_VERSION_STRING
#define AQUARIA_RC_FILEVERSION_STRING "1.1.3.fg"
// Version information
1 VERSIONINFO
@ -56,6 +63,5 @@ END
END
// Icon
101 ICON "Aquaria.ico"
101 ICON "AquariaWin32OSE.ico"

View file

@ -27,7 +27,6 @@ IF(NOT CMAKE_BUILD_TYPE)
SET(CMAKE_BUILD_TYPE Release CACHE STRING "Choose the type of build (Debug, RelWithDebInfo, Release)" FORCE)
ENDIF(NOT CMAKE_BUILD_TYPE)
OPTION(AQUARIA_DEVELOPER_BUILD "Developer Build?" FALSE)
OPTION(AQUARIA_DEMO_BUILD "Demo Build?" FALSE)
OPTION(AQUARIA_USE_VFS "Use Virtual File System? Required for some additional features." TRUE)
@ -287,12 +286,6 @@ IF(AQUARIA_USE_SDL2)
ADD_DEFINITIONS(-DBBGE_BUILD_SDL2=1)
ENDIF(AQUARIA_USE_SDL2)
IF(AQUARIA_DEVELOPER_BUILD)
message(STATUS "Developer build.")
ELSE(AQUARIA_DEVELOPER_BUILD)
ADD_DEFINITIONS(-DAQUARIA_FULL=1)
ENDIF(AQUARIA_DEVELOPER_BUILD)
IF(AQUARIA_DEMO_BUILD)
message(STATUS "Demo build.")
ADD_DEFINITIONS(-DAQUARIA_DEMO=1)

View file

@ -0,0 +1,42 @@
<AnimationLayers>
<AnimationLayer />
</AnimationLayers>
<Bones>
<Bone idx="0" gfx="Drask/Body" pidx="-1" name="Body" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="1" gfx="Drask/Leg1" pidx="0" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="2" gfx="Drask/Leg2" pidx="1" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="3" gfx="Drask/Leg3" pidx="2" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="4" gfx="Drask/Leg1" pidx="0" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="5" gfx="Drask/Leg2" pidx="4" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="6" gfx="Drask/Leg3" pidx="5" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="7" gfx="Drask/Head" pidx="0" name="Head" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="8" gfx="Drask/Arm1" pidx="0" name="" fh="1" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="9" gfx="Drask/Arm2" pidx="8" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="10" gfx="Drask/Arm3" pidx="9" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="11" gfx="Drask/Arm1" pidx="0" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="12" gfx="Drask/Arm2" pidx="11" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="13" gfx="Drask/Arm3" pidx="12" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="20" gfx="Drask/Trident" pidx="13" name="Trident" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
</Bones>
<Animations>
<Animation name="idle">
<Key e="0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 -10 46 0 0 2 0 21 0 0 3 9 38 0 0 4 2 47 0 0 5 1 22 0 0 6 7 35 0 0 7 -3 -62 0 0 8 -13 -23 -1 0 9 12 37 0 0 10 5 17 11 0 11 14 -25 -10 0 12 10 37 10 0 13 4 18 15 0 14 0 0 0 0 15 0 0 0 0 20 -5 0 -22 0 " />
<Key lerp="2" e="0.8 0 -2 21 0 0 0 0 0 0 0 0 0 0 0 0 1 -13 43 4 0 2 0 21 0 0 3 9 38 0 0 4 4 47 -5 0 5 1 22 0 0 6 7 35 0 0 7 -3 -62 0 0 8 -13 -21 16 0 9 16 36 -13 0 10 5 17 -22 0 11 15 -23 -11 0 12 6 35 25 0 13 3 18 -8 0 14 0 0 0 0 15 0 0 0 0 20 1 7 -9 0 " />
<Key lerp="2" e="2.1 0 0 -10 0 0 0 0 0 0 0 0 0 0 0 0 1 -11 45 0 0 2 1 23 0 0 3 12 33 -21 0 4 1 47 0 0 5 1 23 2 0 6 14 34 -26 0 7 -3 -62 0 0 8 -13 -21 -5 0 9 11 36 3 0 10 5 17 -9 0 11 15 -23 2 0 12 9 37 9 0 13 5 19 9 0 14 0 0 0 0 15 0 0 0 0 20 -4 0 -20 0 " />
<Key e="2.5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 -10 46 0 0 2 0 21 0 0 3 9 38 0 0 4 2 47 0 0 5 1 22 0 0 6 7 35 0 0 7 -3 -62 0 0 8 -13 -23 -1 0 9 12 37 0 0 10 5 17 11 0 11 14 -25 -10 0 12 10 37 10 0 13 4 18 15 0 14 0 0 0 0 15 0 0 0 0 20 -5 0 -22 0 " />
</Animation>
<Animation name="sit">
<Key e="0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 -13 35 44 0 2 4 21 -39 0 3 12 38 -10 0 4 -7 43 29 0 5 5 24 -29 0 6 10 35 -12 0 7 -3 -62 0 0 8 -13 -23 15 0 9 19 33 -37 0 10 5 17 11 0 11 15 -24 -10 0 12 7 37 24 0 13 4 18 17 0 14 0 0 0 0 15 0 0 0 0 20 -11 -3 -21 0 " />
<Key lerp="1" e="1.6 0 0 0 4 0 0 0 0 0 0 0 0 0 0 0 1 -13 35 39 0 2 4 21 -39 0 3 12 38 -10 0 4 -6 43 25 0 5 5 24 -29 0 6 10 35 -12 0 7 -5 -64 -3 0 8 -15 -23 8 0 9 19 33 -37 0 10 5 17 11 0 11 15 -24 -10 0 12 7 37 24 0 13 4 18 17 0 14 0 0 0 0 15 0 0 0 0 20 -11 -3 -21 0 " />
<Key e="3.4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 -13 35 44 0 2 4 21 -39 0 3 12 38 -10 0 4 -7 43 29 0 5 5 24 -29 0 6 10 35 -12 0 7 -3 -62 0 0 8 -13 -23 15 0 9 19 33 -37 0 10 5 17 11 0 11 15 -24 -10 0 12 7 37 24 0 13 4 18 17 0 14 0 0 0 0 15 0 0 0 0 20 -11 -3 -21 0 " />
</Animation>
<Animation name="ball">
<Key e="0 0 0 0 0 0 1 0 0 0 0 2 0 0 0 0 3 0 0 0 0 4 0 0 0 0 5 0 0 0 0 6 0 0 0 0 7 0 0 0 0 8 0 0 0 0 9 0 0 0 0 10 0 0 0 0 11 0 0 0 0 12 0 0 0 0 13 0 0 0 0 14 0 0 0 0 15 0 0 0 0 20 0 0 0 0 " />
</Animation>
<Animation name="figure">
<Key e="0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 -10 46 0 0 2 0 21 0 0 3 9 38 0 0 4 2 47 0 0 5 1 22 0 0 6 7 35 0 0 7 -3 -62 0 0 8 -13 -23 -1 0 9 12 37 0 0 10 5 17 11 0 11 14 -25 4 0 12 13 38 0 0 13 4 18 10 0 14 0 0 0 0 15 0 0 0 0 20 0 0 0 0 " />
</Animation>
<Animation name="sitstill">
<Key e="0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 -20 34 59 0 2 4 21 -56 0 3 12 38 -10 0 4 -8 37 48 0 5 5 21 -48 0 6 10 35 -12 0 7 -3 -62 0 0 8 -13 -23 -8 0 9 19 33 -37 0 10 5 17 11 0 11 15 -24 -10 0 12 7 37 24 0 13 4 18 17 0 14 0 0 0 0 15 0 0 0 0 20 -9 0 -22 0 " />
</Animation>
</Animations>

View file

@ -0,0 +1,32 @@
<AnimationLayers>
<AnimationLayer />
</AnimationLayers>
<Bones>
<Bone idx="0" gfx="queen-statue/body" pidx="-1" name="body" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="1" gfx="queen-statue/head" pidx="0" name="head" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="2" gfx="queen-statue/arm1" pidx="0" name="" fh="1" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="3" gfx="queen-statue/arm2" pidx="2" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="4" gfx="queen-statue/arm3" pidx="3" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="8" gfx="queen-statue/leg1" pidx="0" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="9" gfx="queen-statue/leg2" pidx="8" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="10" gfx="queen-statue/leg3" pidx="9" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="11" gfx="queen-statue/leg1" pidx="0" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="12" gfx="queen-statue/leg2" pidx="11" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="13" gfx="queen-statue/leg3" pidx="12" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
<Bone idx="5" gfx="queen-statue/arm1" pidx="0" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="6" gfx="queen-statue/arm2" pidx="5" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" />
<Bone idx="7" gfx="queen-statue/arm3" pidx="6" name="" fh="0" fv="0" gc="1" cr="0" cp="0 0" rbp="1" />
</Bones>
<Animations>
<Animation name="idle">
<Key lerp="1" e="0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 -66 0 0 2 -20 -10 0 0 3 11 34 0 0 4 3 32 0 0 8 -4 51 0 0 9 0 47 0 0 10 -5 46 0 0 11 10 54 0 0 12 1 47 0 0 13 -5 47 0 0 5 24 -7 0 0 6 11 34 0 0 7 3 32 0 0 " />
</Animation>
<Animation name="sleep">
<Key lerp="1" e="0 0 -22 19 -90 0 0 0 0 0 0 0 0 0 0 0 1 1 -66 0 0 2 -13 -9 -19 0 3 14 34 -7 0 4 3 32 0 0 8 -4 52 7 0 9 0 47 0 0 10 6 48 -30 0 11 -2 45 35 0 12 10 46 -27 0 13 4 48 -25 0 5 7 -6 48 0 6 12 35 -3 0 7 6 32 -19 0 " />
<Key lerp="1" e="2.3 0 -22 19 -92 0 0 0 0 0 0 0 0 0 0 0 1 3 -65 4 0 2 -13 -9 -19 0 3 14 34 -7 0 4 3 32 0 0 8 -8 53 9 0 9 0 47 0 0 10 6 48 -30 0 11 -5 46 40 0 12 10 46 -27 0 13 4 48 -25 0 5 7 -6 51 0 6 14 36 -6 0 7 6 32 -19 0 " />
<Key lerp="1" e="4.8 0 -22 19 -90 0 0 0 0 0 0 0 0 0 0 0 1 1 -66 0 0 2 -13 -9 -19 0 3 14 34 -7 0 4 3 32 0 0 8 -4 52 7 0 9 0 47 0 0 10 6 48 -30 0 11 -2 45 35 0 12 10 46 -27 0 13 4 48 -25 0 5 7 -6 48 0 6 12 35 -3 0 7 6 32 -19 0 " />
</Animation>
<Animation name="sitstill">
<Key lerp="1" e="0 0 0 0 -2 0 0 0 0 0 0 0 0 0 0 0 1 1 -66 0 0 2 -21 -7 -3 0 3 19 27 -41 0 4 3 32 0 0 8 -20 41 64 0 9 18 28 -64 0 10 -1 47 -9 0 11 -9 44 56 0 12 16 38 -48 0 13 3 46 -24 0 5 24 -8 -1 0 6 11 34 -2 0 7 3 32 -5 0 " />
</Animation>
</Animations>

View file

@ -0,0 +1,16 @@
<Bones>
<Bone idx="0" gfx="drask/statue-body" />
<Bone idx="1" gfx="drask/statue-leg1" />
<Bone idx="2" gfx="drask/statue-leg2" />
<Bone idx="3" gfx="drask/statue-leg3" />
<Bone idx="4" gfx="drask/statue-leg1" />
<Bone idx="5" gfx="drask/statue-leg2" />
<Bone idx="6" gfx="drask/statue-leg3" />
<Bone idx="7" gfx="drask/statue-head" />
<Bone idx="8" gfx="drask/statue-arm1" />
<Bone idx="9" gfx="drask/statue-arm2" />
<Bone idx="10" gfx="drask/statue-arm3" />
<Bone idx="11" gfx="drask/statue-arm1" />
<Bone idx="12" gfx="drask/statue-arm2" />
<Bone idx="13" gfx="drask/statue-arm3" />
</Bones>

15
files/data/shots/li.txt Normal file
View file

@ -0,0 +1,15 @@
Texture = Shots/EnergyBlastHead
DamageType = DT_AVATAR_LIZAP
BlendType = BLEND_ADD
BounceType = BOUNCE_REAL
HitPrt = EnergyBlastHit
HitSfx = EnergyBlastHit
FirePrt = LiZap
TrailPrt = LiTrail
Damage = 1
MaxSpeed = 1000
Homing = 1000
HomingIncr = 8000
Scale = 0.6 0.6
LifeTime = 2
CheckDamageTarget = 1

View file

@ -0,0 +1,14 @@
Texture = Shots/Blaster
DamageType = DT_AVATAR_ENERGYBLAST
BounceType = BOUNCE_NONE
BlendType = BLEND_ADD
HitPrt = EnergyBlastHit
HitSfx = EnergyBlastHit
FireSfx = BlasterFire
TrailPrt = BlasterTrail
Damage = 1
MaxSpeed = 500
Invisible = 1
Homing = 1000
Scale = 0.75 0.75
CheckDamageTarget = 1

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