void Game::Dispose()
{
- int i,j;
-
LOGFUNC;
if(endgame==2){
// later in the shutdown process. --ryan.
#if !PLATFORM_LINUX
- for (i=0; i < sounds_count; ++i)
+ for (int i=0; i < sounds_count; ++i)
{
OPENAL_Sample_Free(samp[i]);
}
void Game::LoadingScreen()
{
- static float loadprogress,minprogress,maxprogress;
+ static float loadprogress;
static AbsoluteTime time = {0,0};
static AbsoluteTime frametime = {0,0};
AbsoluteTime currTime = UpTime ();
if(multiplier>.05){
frametime = currTime; // reset for next time interval
- float size=1;
glLoadIdentity();
//Clear to black
glClearColor(0,0,0,1);
glDepthMask(1);
//Text
- /*
- glEnable(GL_TEXTURE_2D);
- static char string[256]="";
- sprintf (string, "LOADING... %d%",(int)loadprogress);
- glColor4f(1,1,1,.2);
- text.glPrint(280-280*loadprogress/100/2/4,125-125*loadprogress/100/2/4,string,1,1+loadprogress/100,640,480);
- glColor4f(1.2-loadprogress/100,1.2-loadprogress/100,1.2-loadprogress/100,1);
- text.glPrint(280,125,string,1,1,640,480);
- */
if(flashamount>0){
if(flashamount>1)flashamount=1;
void Game::FadeLoadingScreen(float howmuch)
{
- static float loadprogress,minprogress,maxprogress;
+ static float loadprogress;
- float size=1;
glLoadIdentity();
//Clear to black
glClearColor(0,0,0,1);
glDisable(GL_BLEND);
glDepthMask(1);
//Text
- /*
- glEnable(GL_TEXTURE_2D);
- static char string[256]="";
- sprintf (string, "LOADING... %d%",(int)loadprogress);
- glColor4f(1,1,1,.2);
- text.glPrint(280-280*loadprogress/100/2/4,125-125*loadprogress/100/2/4,string,1,1+loadprogress/100,640,480);
- glColor4f(1.2-loadprogress/100,1.2-loadprogress/100,1.2-loadprogress/100,1);
- text.glPrint(280,125,string,1,1,640,480);
- */
swap_gl_buffers();
}
autocam=0;
- int i,j;
-
numchallengelevels=14;
accountactive=Account::loadFile(":Data:Users");
{
static float temptexdetail;
static float viewdistdetail;
- static int i,j,texsize;
+ static int i,j;
float megascale =1;
LOGFUNC;
animation[swordsneakattackedanim].position[i][j]+=moveamount;
}
}
- /*
- for(i=0;i<player[0].skeleton.num_joints;i++){
- for(j=0;j<animation[sleepanim].numframes;j++){
- animation[sleepanim].position[i][j]=DoRotation(animation[sleepanim].position[i][j],0,180,0);
- }
- }
- */
+
LoadingScreen();
temptexdetail=texdetail;
texdetail=1;
// This function returns a pointer array which first index indicates
// the number of intersection point, followed by coordinate pairs.
- static float x , y , z;
- static float a, b, c, mu, i ;
+ //~ static float x , y , z;
+ static float a, b, c, /*mu,*/ i ;
if(x1>x3+r&&x2>x3+r)return(0);
if(x1<x3-r&&x2<x3-r)return(0);
// This function returns a pointer array which first index indicates
// the number of intersection point, followed by coordinate pairs.
- static float x , y , z;
- static float a, b, c, mu, i ;
+ //~ static float x , y , z;
+ static float a, b, c, /*mu,*/ i ;
if(p1->x>p3->x+*r&&p2->x>p3->x+*r)return(0);
if(p1->x<p3->x-*r&&p2->x<p3->x-*r)return(0);