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>
43 lines
878 B
C++
43 lines
878 B
C++
#include "pch.h"
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#include "TGate.h"
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#include "control.h"
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#include "loader.h"
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#include "render.h"
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TGate::TGate(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, true)
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{
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visualStruct visual{};
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loader::query_visual(groupIndex, 0, &visual);
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SoundIndex4 = visual.SoundIndex4;
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SoundIndex3 = visual.SoundIndex3;
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ActiveFlag = 1;
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SpriteSet(0);
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control::handler(MessageCode::Reset, this);
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}
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int TGate::Message(MessageCode code, float value)
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{
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switch (code)
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{
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case MessageCode::TGateDisable:
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ActiveFlag = 0;
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SpriteSet(-1);
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loader::play_sound(SoundIndex3, this, "TGate1");
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break;
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case MessageCode::Reset:
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case MessageCode::TGateEnable:
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ActiveFlag = 1;
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SpriteSet(0);
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if (code == MessageCode::TGateEnable)
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loader::play_sound(SoundIndex4, this, "TGate2");
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break;
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default: break;
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}
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control::handler(code, this);
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return 0;
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}
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