Some orthograph corrections
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
parent
052e018063
commit
70818bd58c
4 changed files with 43 additions and 46 deletions
82
src/Main.cpp
82
src/Main.cpp
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@ -44,7 +44,7 @@ const char *lpWindowName = "洞窟物語エンジン2";
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const char *lpWindowName = "Cave Story Engine 2 ~ Doukutsu Monogatari Enjin 2";
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#endif
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//A replication of MSVC's rand algorithm
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// A replication of MSVC's rand algorithm
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static unsigned long int next = 1;
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int rep_rand()
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@ -58,7 +58,7 @@ void rep_srand(unsigned int seed)
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next = seed;
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}
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//Framerate stuff
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// Framerate stuff
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void PutFramePerSecound()
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{
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if (bFps)
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@ -94,12 +94,12 @@ int GetFramePerSecound()
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int main(int argc, char *argv[])
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{
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//Get executable's path
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// Get executable's path
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strcpy(gModulePath, SDL_GetBasePath());
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if (gModulePath[strlen(gModulePath) - 1] == '/' || gModulePath[strlen(gModulePath) - 1] == '\\')
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gModulePath[strlen(gModulePath) - 1] = '\0'; //String cannot end in slash or stuff will probably break (original does this through a windows.h provided function)
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gModulePath[strlen(gModulePath) - 1] = '\0'; // String cannot end in slash or stuff will probably break (original does this through a windows.h provided function)
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//Get path of the data folder
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// Get path of the data folder
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strcpy(gDataPath, gModulePath);
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strcat(gDataPath, "/data");
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@ -109,17 +109,17 @@ int main(int argc, char *argv[])
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SDL_SetHint(SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL, "102");
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#endif
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//Initialize SDL
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// Initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_TIMER) >= 0)
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{
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//Load configuration
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// Load configuration
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CONFIG config;
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if (!LoadConfigData(&config))
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DefaultConfigData(&config);
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//Apply keybinds
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//Swap X and Z buttons
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// Apply keybinds
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// Swap X and Z buttons
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if (config.attack_button_mode)
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{
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if (config.attack_button_mode == 1)
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@ -134,7 +134,7 @@ int main(int argc, char *argv[])
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gKeyShot = KEY_X;
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}
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//Swap Okay and Cancel buttons
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// Swap Okay and Cancel buttons
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if (config.ok_button_mode)
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{
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if (config.ok_button_mode == 1)
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@ -149,14 +149,14 @@ int main(int argc, char *argv[])
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gKeyCancel = gKeyShot;
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}
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//Swap left and right weapon switch keys
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// Swap left and right weapon switch keys
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if (CheckFileExists("s_reverse"))
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{
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gKeyArms = KEY_ARMSREV;
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gKeyArmsRev = KEY_ARMS;
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}
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//Alternate movement keys
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// Alternate movement keys
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if (config.move_button_mode)
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{
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if (config.move_button_mode == 1)
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@ -175,7 +175,7 @@ int main(int argc, char *argv[])
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gKeyDown = KEY_DOWN;
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}
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//Set gamepad inputs
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// Set gamepad inputs
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for (int i = 0; i < 8; i++)
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{
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switch (config.joystick_button[i])
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@ -211,7 +211,7 @@ int main(int argc, char *argv[])
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RECT unused_rect = {0, 0, 320, 240};
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//Load cursor
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// Load cursor
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size_t size;
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const unsigned char *data = FindResource("CURSOR_NORMAL", "CURSOR", &size);
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@ -236,7 +236,7 @@ int main(int argc, char *argv[])
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printf("Failed to load cursor\n");
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}
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//Get window dimensions and colour depth
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// Get window dimensions and color depth
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int windowWidth;
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int windowHeight;
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int colourDepth;
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@ -245,7 +245,7 @@ int main(int argc, char *argv[])
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{
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case 1:
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case 2:
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//Set window dimensions
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// Set window dimensions
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if (config.display_mode == 1)
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{
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windowWidth = WINDOW_WIDTH;
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@ -257,7 +257,7 @@ int main(int argc, char *argv[])
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windowHeight = WINDOW_HEIGHT * 2;
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}
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//Create window
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// Create window
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gWindow = SDL_CreateWindow(lpWindowName, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, windowWidth, windowHeight, 0);
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if (gWindow)
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@ -274,16 +274,16 @@ int main(int argc, char *argv[])
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case 0:
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case 3:
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case 4:
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//Set window dimensions
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// Set window dimensions
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windowWidth = WINDOW_WIDTH * 2;
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windowHeight = WINDOW_HEIGHT * 2;
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//Create window
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// Create window
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gWindow = SDL_CreateWindow(lpWindowName, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, windowWidth, windowHeight, 0);
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if (gWindow)
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{
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//Set colour depth
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// Set color depth
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switch (config.display_mode)
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{
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case 0:
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@ -306,17 +306,17 @@ int main(int argc, char *argv[])
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break;
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}
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//Create window
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// Create window
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if (gWindow)
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{
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//Check debug things
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// Check debug things
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if (CheckFileExists("fps"))
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bFps = true;
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#ifndef WINDOWS
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//Load icon
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// Load icon
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size_t size;
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const unsigned char *data = FindResource("ICON_MINI", "ICON", &size);
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@ -338,38 +338,38 @@ int main(int argc, char *argv[])
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}
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#endif
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//Set rects
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// Set rects
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RECT loading_rect = {0, 0, 64, 8};
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RECT clip_rect = {0, 0, windowWidth, windowHeight};
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//Load the "LOADING" text
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// Load the "LOADING" text
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MakeSurface_File("Loading", SURFACE_ID_LOADING);
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//Draw loading screen
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// Draw loading screen
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CortBox(&clip_rect, 0x000000);
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PutBitmap3(&clip_rect, (WINDOW_WIDTH - 64) / 2, (WINDOW_HEIGHT - 8) / 2, &loading_rect, SURFACE_ID_LOADING);
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//Draw to screen
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// Draw to screen
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if (Flip_SystemTask())
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{
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//Initialize sound
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// Initialize sound
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InitDirectSound();
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//Initialize joystick
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// Initialize joystick
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if (config.bJoystick && InitDirectInput())
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{
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ResetJoystickStatus();
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gbUseJoystick = true;
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}
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//Initialize stuff
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// Initialize stuff
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InitTextObject(config.font_name);
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InitTriangleTable();
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//Run game code
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// Run game code
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Game();
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//End stuff
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// End stuff
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EndDirectSound();
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EndTextObject();
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EndDirectDraw();
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@ -417,10 +417,10 @@ void JoystickProc()
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if (GetJoystickStatus(&status))
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{
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//Clear held buttons
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// Clear held buttons
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gKey &= (KEY_ESCAPE | KEY_F2 | KEY_F1);
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//Set movement buttons
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// Set movement buttons
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if (status.bLeft)
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gKey |= gKeyLeft;
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if (status.bRight)
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@ -430,7 +430,7 @@ void JoystickProc()
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if (status.bDown)
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gKey |= gKeyDown;
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//Set held buttons
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// Set held buttons
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for (int i = 0; i < 8; i++)
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{
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if (status.bButton[i])
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@ -448,7 +448,7 @@ void JoystickProc()
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bool SystemTask()
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{
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//Handle window events
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// Handle window events
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bool focusGained = true;
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while (SDL_PollEvent(NULL) || !focusGained)
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@ -488,11 +488,9 @@ bool SystemTask()
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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#ifdef FIX_BUGS
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//BUG FIX: Pixel relied on key codes for input, but these differ based on keyboard layout.
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//This would break the alternate movement keys on typical English keyboards, since the '=' key
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//is in a completely different place to where it is on a Japanese keyboard.
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//To solve this, we use scancodes instead, which are based on the physical location of keys,
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//rather than their meaning.
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// BUG FIX: Pixel relied on key codes for input, but these differ based on keyboard layout.
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// This would break the alternate movement keys on typical English keyboards, since the '=' key is in a completely different place to where it is on a Japanese keyboard.
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// To solve this, we use scan codes instead, which are based on the physical location of keys, rather than their meaning.
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switch (event.key.keysym.scancode)
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{
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case SDL_SCANCODE_ESCAPE:
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@ -631,7 +629,7 @@ bool SystemTask()
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}
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}
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//Run joystick code
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// Run joystick code
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if (gbUseJoystick)
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JoystickProc();
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@ -67,7 +67,7 @@ BOOL LoadMapData2(const char *path_map)
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}
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else
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{
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// Read tiledata
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// Read tile data
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fread(gMap.data, 1, gMap.length * gMap.width, fp);
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fclose(fp);
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return TRUE;
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@ -80,12 +80,11 @@ void ReadyMapName(const char *str)
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str = (char*)presentText;
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}
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// Copy map's name to the MapName
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// Copy map's name to the global map name
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strcpy(gMapName.name, str);
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// Draw the text to the surface
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a = (int)strlen(gMapName.name);
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CortBox2(&rc, 0, SURFACE_ID_ROOM_NAME);
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PutText2((160 - 6 * a) / 2 + 6, 1, gMapName.name, RGB(0x11, 0x00, 0x22), SURFACE_ID_ROOM_NAME);
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PutText2((160 - 6 * a) / 2 + 6, 0, gMapName.name, RGB(0xFF, 0xFF, 0xFE), SURFACE_ID_ROOM_NAME);
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@ -225,7 +225,7 @@ void PutMyChar(int fx, int fy)
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PutBitmap3(&grcGame, (gMC.x - gMC.view.left) / 0x200 - fx / 0x200, (gMC.y - gMC.view.top) / 0x200 - fy / 0x200, &rect, SURFACE_ID_MY_CHAR);
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// Draw airtank
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// Draw air tank
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RECT rcBubble[2] = {
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{56, 96, 80, 120},
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{80, 96, 104, 120},
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