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>
26 lines
665 B
C++
26 lines
665 B
C++
#include "pch.h"
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#include "TTripwire.h"
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#include "control.h"
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#include "loader.h"
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#include "TBall.h"
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#include "TPinballTable.h"
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TTripwire::TTripwire(TPinballTable* table, int groupIndex) : TRollover(table, groupIndex, true)
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{
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}
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void TTripwire::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance,
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TEdgeSegment* edge)
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{
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ball->Position.X = nextPosition->X;
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ball->Position.Y = nextPosition->Y;
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ball->RayMaxDistance -= distance;
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ball->not_again(edge);
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if (!PinballTable->TiltLockFlag)
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{
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loader::play_sound(SoftHitSoundId, ball, "TTripwire");
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control::handler(MessageCode::ControlCollision, this);
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}
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}
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