Reverse-engineered reimplementation of 3D Pinball for Windows - Space Cadet from k4zmu2a/SpaceCadetPinball (MIT), upstream cb9b7b8, vendored rather than submoduled so local patches are just edits. - CMakeLists: stop hard-setting CMAKE_OSX_ARCHITECTURES so the documented -D override works; brew's SDL2 is arm64-only and universal linking failed. - gitignore original .DAT/.MID assets, which are not ours to redistribute. - CLAUDE.md: build line, upstream deviation, and where game data goes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
32 lines
730 B
C++
32 lines
730 B
C++
#pragma once
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#include "TCollisionComponent.h"
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#include "TEdgeManager.h"
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struct ramp_plane_type;
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class TRamp :
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public TCollisionComponent
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{
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public:
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TRamp(TPinballTable* table, int groupIndex);
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void Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance,
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TEdgeSegment* edge) override;
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int FieldEffect(TBall* ball, vector2* vecDst) override;
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void port_draw() override;
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field_effect_type Field{};
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int CollisionGroup;
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bool BallZOffsetFlag;
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int RampPlaneCount;
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float BallFieldMult;
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ramp_plane_type* RampPlane;
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TEdgeSegment* Line2;
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TEdgeSegment* Line3;
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TEdgeSegment* Line1;
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int Wall1CollisionGroup;
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int Wall2CollisionGroup;
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float Wall1BallOffset;
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float Wall2BallOffset;
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};
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