Replaced every tab with 4 spaces
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6927 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+24
-24
@@ -108,8 +108,8 @@ void drawsgpat(int w, int h)
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int rgbcv = 0;
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loopi(8+1)
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{
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/* if((i%3)==0) { glColor3ub(rgbcv,rgbcv,rgbcv); rgbcv += 4; //rgbcv -= 255/(8+1); }*/
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if(i%2) glColor3ub(64,64,64); else glColor3ub(32,32,32);
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/* if((i%3)==0) { glColor3ub(rgbcv,rgbcv,rgbcv); rgbcv += 4; //rgbcv -= 255/(8+1); }*/
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if(i%2) glColor3ub(64,64,64); else glColor3ub(32,32,32);
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float c = 0.5f*(1 + border*cosf(i*2*M_PI/8.0f)), s = 0.5f*(1 + border*sinf(i*2*M_PI/8.0f));
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glVertex2f(x1 + c*sz, y1 + s*sz);
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}
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@@ -122,8 +122,8 @@ void drawsgpat(int w, int h)
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glBegin(GL_TRIANGLE_STRIP);
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loopi(8+1)
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{
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/* if((i%3)==0) { glColor3ub(rgbcv,rgbcv,rgbcv); //,128); rgbcv += 8; //rgbcv -= 255/(8+1); }*/
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if(i%2) glColor3ub(16,16,16); else glColor3ub(32,32,32);
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/* if((i%3)==0) { glColor3ub(rgbcv,rgbcv,rgbcv); //,128); rgbcv += 8; //rgbcv -= 255/(8+1); }*/
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if(i%2) glColor3ub(16,16,16); else glColor3ub(32,32,32);
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float c = 0.5f*(1 + border*cosf(i*2*M_PI/8.0f)), s = 0.5f*(1 + border*sinf(i*2*M_PI/8.0f));
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glVertex2f(x1 + c*sz, y1 + s*sz);
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c = c < 0.4f ? 0 : (c > 0.6f ? 1 : 0.5f);
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@@ -138,28 +138,28 @@ void drawsgpat(int w, int h)
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if(!pattex) pattex = textureload("packages/misc/sgpat.png", 4);
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loopk(3)
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{
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switch(k)
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{
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case 0: glColor3ub( 32, 250, 250); break; // center
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case 1: glColor3ub( 250, 64, 64); break; // middle
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case 2: glColor3ub( 250, 250, 64); break; // outer
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default: glColor3ub( 255, 255, 255); break;
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}
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extern sgray pat[SGRAYS*3];
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int j = k * SGRAYS;
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loopi(SGRAYS)
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{
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if(pattex)
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{
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vec p = pat[j+i].rv;
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int ppx = VIRTW/2 + p.x*(sz/2);
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int ppy = VIRTH/2 + p.y*(sz/2);
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drawicon(pattex, ppx, ppy, 16, 1, 1, 1);
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}
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}
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switch(k)
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{
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case 0: glColor3ub( 32, 250, 250); break; // center
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case 1: glColor3ub( 250, 64, 64); break; // middle
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case 2: glColor3ub( 250, 250, 64); break; // outer
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default: glColor3ub( 255, 255, 255); break;
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}
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extern sgray pat[SGRAYS*3];
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int j = k * SGRAYS;
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loopi(SGRAYS)
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{
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if(pattex)
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{
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vec p = pat[j+i].rv;
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int ppx = VIRTW/2 + p.x*(sz/2);
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int ppy = VIRTH/2 + p.y*(sz/2);
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drawicon(pattex, ppx, ppy, 16, 1, 1, 1);
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}
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}
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}
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glEnable(GL_BLEND);
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/*
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/*
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// 2011may31: dmg/hits output comes upon each shot, let the pattern be shown "pure"
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extern int lastsgs_hits;
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extern int lastsgs_dmgt;
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