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https://github.com/blupi-games/planetblupi
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Cosmetic: rename more def
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@ -325,7 +325,7 @@ static const DescAction action_table[] =
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{10, 5, +600, 0, +1, +600, 0, +1, +600, 0, 0, +600, 0, -1, +600, 0, -1},
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{10, 5, +600, 0, +1, +600, 0, +1, +600, 0, 0, +600, 0, -1, +600, 0, -1},
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#endif
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#endif
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},
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},
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{ 20, -1, -1, SOUND_BATEAU, -1, -1, -1, -1, -1, -1, -1,
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{ 20, -1, -1, SOUND_BOAT, -1, -1, -1, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1
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},
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},
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},
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},
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@ -438,7 +438,7 @@ static const DescAction action_table[] =
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},
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},
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},
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},
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{
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{
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ACTION_SAUTE2,
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ACTION_JUMP2,
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CHBLUPI,
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CHBLUPI,
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{
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{
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{ 15, 106, 106, 106, 106, 106, 136, 136, 136, 136, 136,
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{ 15, 106, 106, 106, 106, 106, 136, 136, 136, 136, 136,
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@ -494,7 +494,7 @@ static const DescAction action_table[] =
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},
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},
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},
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},
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{
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{
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ACTION_SAUTE3,
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ACTION_JUMP3,
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CHBLUPI,
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CHBLUPI,
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{
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{
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{ 20, 106, 106, 106, 106, 106, 136, 136, 136, 136, 136,
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{ 20, 106, 106, 106, 106, 106, 136, 136, 136, 136, 136,
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@ -555,7 +555,7 @@ static const DescAction action_table[] =
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},
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},
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},
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},
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{
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{
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ACTION_SAUTE4,
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ACTION_JUMP4,
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CHBLUPI,
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CHBLUPI,
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{
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{
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{ 25, 106, 106, 106, 106, 106, 136, 136, 136, 136, 136,
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{ 25, 106, 106, 106, 106, 106, 136, 136, 136, 136, 136,
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@ -629,7 +629,7 @@ static const DescAction action_table[] =
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},
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},
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},
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},
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{
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{
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ACTION_SAUTE5,
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ACTION_JUMP5,
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CHBLUPI,
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CHBLUPI,
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{
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{
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{ 30, 106, 106, 106, 106, 106, 136, 136, 136, 136, 136,
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{ 30, 106, 106, 106, 106, 106, 136, 136, 136, 136, 136,
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@ -711,7 +711,7 @@ static const DescAction action_table[] =
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},
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},
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},
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},
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{
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{
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ACTION_GLISSE,
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ACTION_SLIDE,
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CHBLUPI,
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CHBLUPI,
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{
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{
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{8, 48, 49, 50, 51, 52, 53, 54, 55}, // e
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{8, 48, 49, 50, 51, 52, 53, 54, 55}, // e
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@ -1007,11 +1007,11 @@ static const DescAction action_table[] =
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{40, 1, 0, 0, 0}, // n
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{40, 1, 0, 0, 0}, // n
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{40, 1, 0, 0, 0}, // ne
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{40, 1, 0, 0, 0}, // ne
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},
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},
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{ 40, -1, -1, -1, SOUND_SCIE, -1, -1, -1, -1,
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{ 40, -1, -1, -1, SOUND_SAW, -1, -1, -1, -1,
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-1, -1, -1, SOUND_SCIE, -1, -1, -1, -1,
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-1, -1, -1, SOUND_SAW, -1, -1, -1, -1,
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-1, -1, -1, SOUND_SCIE, -1, -1, -1, -1,
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-1, -1, -1, SOUND_SAW, -1, -1, -1, -1,
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-1, -1, -1, SOUND_SCIE, -1, -1, -1, -1,
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-1, -1, -1, SOUND_SAW, -1, -1, -1, -1,
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-1, -1, -1, SOUND_SCIE, -1, -1, -1, -1
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-1, -1, -1, SOUND_SAW, -1, -1, -1, -1
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},
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},
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},
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},
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{
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{
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@ -2912,13 +2912,13 @@ Sint32 GetAmplitude (Sint16 action)
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{
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{
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switch (action)
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switch (action)
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{
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{
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case ACTION_SAUTE2:
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case ACTION_JUMP2:
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return 2;
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return 2;
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case ACTION_SAUTE3:
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case ACTION_JUMP3:
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return 3;
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return 3;
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case ACTION_SAUTE4:
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case ACTION_JUMP4:
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return 4;
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return 4;
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case ACTION_SAUTE5:
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case ACTION_JUMP5:
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return 5;
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return 5;
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}
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}
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@ -467,10 +467,10 @@ void CDecor::BlupiSound (Sint32 rank, Sint32 sound, POINT pos, bool bStop)
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static const Sint16 tableSound[] = {
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static const Sint16 tableSound[] = {
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ACTION_BURN, SOUND_BRULE,
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ACTION_BURN, SOUND_BRULE,
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ACTION_TCHAO, SOUND_TCHAO,
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ACTION_TCHAO, SOUND_TCHAO,
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ACTION_EAT, SOUND_MANGE,
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ACTION_EAT, SOUND_EAT,
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ACTION_DRINK, SOUND_BOIT,
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ACTION_DRINK, SOUND_DRINK,
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ACTION_GLISSE, SOUND_GLISSE,
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ACTION_SLIDE, SOUND_SLIDE,
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ACTION_R_LOAD, SOUND_R_CHARGE,
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ACTION_R_LOAD, SOUND_R_LOAD,
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-1
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-1
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};
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};
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// clang-format on
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// clang-format on
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@ -616,10 +616,10 @@ void CDecor::BlupiInitAction (Sint32 rank, Sint32 action, Sint32 direct)
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m_blupi[rank].action == ACTION_DRINK ||
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m_blupi[rank].action == ACTION_DRINK ||
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m_blupi[rank].action == ACTION_BORN ||
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m_blupi[rank].action == ACTION_BORN ||
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m_blupi[rank].action == ACTION_JUMPJEEP ||
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m_blupi[rank].action == ACTION_JUMPJEEP ||
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m_blupi[rank].action == ACTION_SAUTE2 ||
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m_blupi[rank].action == ACTION_JUMP2 ||
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m_blupi[rank].action == ACTION_SAUTE3 ||
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m_blupi[rank].action == ACTION_JUMP3 ||
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m_blupi[rank].action == ACTION_SAUTE4 ||
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m_blupi[rank].action == ACTION_JUMP4 ||
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m_blupi[rank].action == ACTION_SAUTE5 ||
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m_blupi[rank].action == ACTION_JUMP5 ||
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//? m_blupi[rank].action == ACTION_GLISSE ||
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//? m_blupi[rank].action == ACTION_GLISSE ||
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m_blupi[rank].action == ACTION_BRIDGE ||
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m_blupi[rank].action == ACTION_BRIDGE ||
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m_blupi[rank].action == ACTION_MECHE ||
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m_blupi[rank].action == ACTION_MECHE ||
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@ -2582,7 +2582,7 @@ bool CDecor::BlupiNextAction (Sint32 rank)
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a = 5;
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a = 5;
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min = 1;
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min = 1;
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}
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}
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if (m_blupi[rank].action == ACTION_GLISSE)
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if (m_blupi[rank].action == ACTION_SLIDE)
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{
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{
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if (m_bSuper)
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if (m_bSuper)
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a = 0;
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a = 0;
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@ -1145,7 +1145,7 @@ void CDecor::MoveFire (Sint32 rank)
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m_decor[x / 2][y / 2].fire++;
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m_decor[x / 2][y / 2].fire++;
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pos = ConvCelToPos (GetCel (x, y));
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pos = ConvCelToPos (GetCel (x, y));
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m_pSound->PlayImage (SOUND_FEU, pos);
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m_pSound->PlayImage (SOUND_FIRE, pos);
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if (m_decor[x / 2][y / 2].objectIcon >= 0) // objet qui brule ?
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if (m_decor[x / 2][y / 2].objectIcon >= 0) // objet qui brule ?
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{
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{
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24
src/def.h
24
src/def.h
@ -130,16 +130,16 @@
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#define ACTION_TCHAO 12 // blupi disappeard !
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#define ACTION_TCHAO 12 // blupi disappeard !
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#define ACTION_EAT 13 // blupi eats
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#define ACTION_EAT 13 // blupi eats
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#define ACTION_BORN 14 // born
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#define ACTION_BORN 14 // born
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#define ACTION_SAUTE2 15 // saute par-dessus un obstacle
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#define ACTION_JUMP2 15 // jump over an obstacle
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#define ACTION_SAUTE3 16 // saute par-dessus un obstacle
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#define ACTION_JUMP3 16 // jump over an obstacle
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#define ACTION_SAUTE4 17 // saute par-dessus un obstacle
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#define ACTION_JUMP4 17 // jump over an obstacle
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#define ACTION_SAUTE5 18 // saute par-dessus un obstacle
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#define ACTION_JUMP5 18 // jump over an obstacle
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#define ACTION_BRIDGE 19 // push a bridge
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#define ACTION_BRIDGE 19 // push a bridge
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#define ACTION_MISC1 20 // divers 1 (hausse les épaules)
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#define ACTION_MISC1 20 // divers 1 (hausse les épaules)
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#define ACTION_MISC2 21 // divers 2 (grat-grat)
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#define ACTION_MISC2 21 // divers 2 (grat-grat)
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#define ACTION_MISC3 22 // divers 3 (yoyo)
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#define ACTION_MISC3 22 // divers 3 (yoyo)
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#define ACTION_MISC1f 23 // divers 1 fatigué (bof-bof)
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#define ACTION_MISC1f 23 // divers 1 fatigué (bof-bof)
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#define ACTION_GLISSE 24 // glisse en marchant
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#define ACTION_SLIDE 24 // slide when walking
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#define ACTION_DRINK 25 // blupi is drinking
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#define ACTION_DRINK 25 // blupi is drinking
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#define ACTION_LABO 26 // blupi travaille dans son laboratoire
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#define ACTION_LABO 26 // blupi travaille dans son laboratoire
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#define ACTION_DYNAMITE 27 // blupi fait péter la dynamite
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#define ACTION_DYNAMITE 27 // blupi fait péter la dynamite
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@ -242,11 +242,11 @@
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#define SOUND_COUPTOC 12
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#define SOUND_COUPTOC 12
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#define SOUND_SAUT 13
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#define SOUND_SAUT 13
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#define SOUND_HOP 14
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#define SOUND_HOP 14
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#define SOUND_SCIE 15
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#define SOUND_SAW 15
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#define SOUND_FEU 16
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#define SOUND_FIRE 16
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#define SOUND_BRULE 17
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#define SOUND_BRULE 17
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#define SOUND_TCHAO 18
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#define SOUND_TCHAO 18
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#define SOUND_MANGE 19
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#define SOUND_EAT 19
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#define SOUND_NAISSANCE 20
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#define SOUND_NAISSANCE 20
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#define SOUND_A_SAUT 21
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#define SOUND_A_SAUT 21
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#define SOUND_A_HIHI 22
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#define SOUND_A_HIHI 22
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@ -255,8 +255,8 @@
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#define SOUND_RAYON1 25
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#define SOUND_RAYON1 25
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#define SOUND_RAYON2 26
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#define SOUND_RAYON2 26
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#define SOUND_VIRUS 27
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#define SOUND_VIRUS 27
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#define SOUND_GLISSE 28
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#define SOUND_SLIDE 28
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#define SOUND_BOIT 29
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#define SOUND_DRINK 29
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#define SOUND_LABO 30
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#define SOUND_LABO 30
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#define SOUND_DYNAMITE 31
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#define SOUND_DYNAMITE 31
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#define SOUND_PORTE 32
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#define SOUND_PORTE 32
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@ -269,9 +269,9 @@
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#define SOUND_R_MOTEUR 39
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#define SOUND_R_MOTEUR 39
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#define SOUND_R_APLAT 40
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#define SOUND_R_APLAT 40
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#define SOUND_R_ROTATE 41
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#define SOUND_R_ROTATE 41
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#define SOUND_R_CHARGE 42
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#define SOUND_R_LOAD 42
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#define SOUND_B_SAUT 43
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#define SOUND_B_SAUT 43
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#define SOUND_BATEAU 44
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#define SOUND_BOAT 44
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#define SOUND_JEEP 45
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#define SOUND_JEEP 45
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#define SOUND_MINE 46
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#define SOUND_MINE 46
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#define SOUND_USINE 47
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#define SOUND_USINE 47
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@ -2104,7 +2104,7 @@ bool CDecor::IsFreeJump (POINT cel, Sint32 direct, Sint32 rank, Sint32 & action)
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if (!IsFreeCel (cel, rank) || IsBlupiHere (cel, true))
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if (!IsFreeCel (cel, rank) || IsBlupiHere (cel, true))
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return false;
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return false;
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action = ACTION_SAUTE2 + (i - 1);
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action = ACTION_JUMP2 + (i - 1);
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return true;
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return true;
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}
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}
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@ -2126,7 +2126,7 @@ bool CDecor::IsFreeGlisse (
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if (!IsFreeDirect (cel, direct, rank))
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if (!IsFreeDirect (cel, direct, rank))
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return false;
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return false;
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action = ACTION_GLISSE;
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action = ACTION_SLIDE;
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return true;
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return true;
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}
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}
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