@@ -13,7 +13,7 @@ void entclass::clear(void)
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{
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invis = false ;
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type = EntityType_PLAYER;
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- size = 0 ;
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+ render_type = EntityRenderType_SPRITE ;
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tile = 0 ;
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rule = 0 ;
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state = 0 ;
@@ -377,22 +377,22 @@ void entclass::settreadmillcolour( int rx, int ry )
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void entclass::updatecolour (void )
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{
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- switch (size )
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+ switch (render_type )
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{
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- case 0 : // Sprites
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- case 7 : // Teleporter
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- case 9 : // Really Big Sprite! (2x2)
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- case 10 : // 2x1 Sprite
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- case 13 : // Special for epilogue: huge hero!
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+ case EntityRenderType_SPRITE : // Sprites
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+ case EntityRenderType_TELEPORTER : // Teleporter
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+ case EntityRenderType_SPRITE_2x2 : // Really Big Sprite! (2x2)
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+ case EntityRenderType_SPRITE_2x1 : // 2x1 Sprite
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+ case EntityRenderType_SPRITE_6x : // Special for epilogue: huge hero!
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realcol = graphics.getcol (colour);
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break ;
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- case 3 : // Big chunky pixels!
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+ case EntityRenderType_PARTICLE : // Big chunky pixels!
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realcol = graphics.bigchunkygetcol (colour);
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break ;
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- case 4 : // Small pickups
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+ case EntityRenderType_COIN : // Small pickups
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realcol = graphics.huetilegetcol ();
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break ;
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- case 11 : // The fucking elephant
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+ case EntityRenderType_ELEPHANT : // The fucking elephant
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if (game.noflashingmode )
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{
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realcol = graphics.getcol (22 );
@@ -402,7 +402,7 @@ void entclass::updatecolour(void)
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realcol = graphics.getcol (colour);
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}
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break ;
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- case 12 : // Regular sprites that don't wrap
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+ case EntityRenderType_SPRITE_NO_WRAP : // Regular sprites that don't wrap
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// if we're outside the screen, we need to draw indicators
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if ((xp < -20 && vx > 0 ) || (xp > 340 && vx < 0 ))
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{
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