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>
35 lines
790 B
C++
35 lines
790 B
C++
#pragma once
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#include "TCollisionComponent.h"
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#include "TEdgeManager.h"
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struct circle_type;
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class TPinballTable;
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class TEdgeManager;
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struct gdrv_bitmap8;
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class TTableLayer :
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public TCollisionComponent
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{
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public:
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TTableLayer(TPinballTable* table);
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~TTableLayer() override;
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int FieldEffect(TBall* ball, vector2* vecDst) override;
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static void edges_insert_square(float y0, float x0, float y1, float x1, TEdgeSegment* edge,
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field_effect_type* field);
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static void edges_insert_circle(circle_type* circle, TEdgeSegment* edge, field_effect_type* field);
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gdrv_bitmap8* VisBmp;
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float XMin;
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float YMin;
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float XMax;
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float YMax;
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float GraityDirX;
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float GraityDirY;
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float GraityMult;
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field_effect_type Field{};
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static TEdgeManager* edge_manager;
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};
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