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>
34 lines
944 B
C++
34 lines
944 B
C++
#pragma once
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#include "TCollisionComponent.h"
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class TDemo :
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public TCollisionComponent
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{
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public:
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TDemo(TPinballTable* table, int groupIndex);
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int Message(MessageCode code, float value) override;
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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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static void PlungerRelease(int timerId, void* caller);
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static void UnFlipRight(int timerId, void* caller);
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static void UnFlipLeft(int timerId, void* caller);
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static void FlipRight(int timerId, void* caller);
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static void FlipLeft(int timerId, void* caller);
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static void NewGameRestartTimer(int timerId, void* caller);
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float FlipTimerTime1;
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float FlipTimerTime2;
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float UnFlipTimerTime1;
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float UnFlipTimerTime2;
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int FlipLeftFlag;
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int FlipRightFlag;
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int FlipLeftTimer;
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int FlipRightTimer;
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int PlungerFlag;
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int RestartGameTimer;
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TEdgeSegment* Edge1;
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TEdgeSegment* Edge2;
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TEdgeSegment* Edge3;
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};
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