- [NEW] Nou flag per als actors: FLAG_INERTIA
- [NEW] Nou moviment per als actors: RANDV - [NEW] HUNT implementat - [NEW] Mentres es prova en l'editor ara es poden donar i llevar skills fent click damutn del seu dibuixet. - [NEW] en l'editor, els skills i powerups nomes es veuen al estar provant
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@@ -307,26 +307,50 @@ namespace modules
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}
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}
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const int col1 = room::getColor(1);
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const int col2 = room::getColor(2);
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const int col3 = room::getColor(3);
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draw::print2("a", 4, 26, col1, FONT_ZOOM_NONE);
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draw::print2("b", 7, 26, col2, FONT_ZOOM_NONE);
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draw::print2("c", 10, 26, col3, FONT_ZOOM_NONE);
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draw::print2(actor::hero::getBoostJump(), 2, 3, 27, col3, FONT_ZOOM_NONE);
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draw::print2(actor::hero::getBoostGod()/2, 2, 6, 27, col1, FONT_ZOOM_NONE);
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draw::print2(actor::hero::getBoostRun()/2, 2, 9, 27, col2, FONT_ZOOM_NONE);
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if (!editor::isEditing())
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{
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const int col1 = room::getColor(1);
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const int col2 = room::getColor(2);
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const int col3 = room::getColor(3);
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draw::print2("a", 4, 26, col1, FONT_ZOOM_NONE);
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draw::print2("b", 7, 26, col2, FONT_ZOOM_NONE);
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draw::print2("c", 10, 26, col3, FONT_ZOOM_NONE);
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draw::print2(actor::hero::getBoostJump(), 2, 3, 27, col3, FONT_ZOOM_NONE);
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draw::print2(actor::hero::getBoostGod()/2, 2, 6, 27, col1, FONT_ZOOM_NONE);
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draw::print2(actor::hero::getBoostRun()/2, 2, 9, 27, col2, FONT_ZOOM_NONE);
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draw::setSource(draw::getSurface("objectes.gif"));
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draw::swapcol(1, actor::hero::getSkills()&SKILL_SHOES ? col1 : col3);
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draw::draw(276,166, 28, 22, 162, 0);
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draw::swapcol(1, actor::hero::getSkills()&SKILL_PANTS ? col1 : col3);
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draw::draw(250,183, 18, 23, 167, 22);
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draw::swapcol(1, actor::hero::getSkills()&SKILL_GLOVES ? col1 : col3);
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draw::draw(222,200, 21, 22, 165, 45);
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draw::swapcol(1, actor::hero::getSkills()&SKILL_BAG ? col1 : col3);
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draw::draw(279,200, 20, 25, 145, 41);
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draw::stencil::enable();
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draw::stencil::clear(255);
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draw::setSource(draw::getSurface("objectes.gif"));
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draw::stencil::set(SKILL_SHOES);
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draw::swapcol(1, actor::hero::getSkills()&SKILL_SHOES ? col1 : col3);
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draw::draw(276,166, 28, 22, 162, 0);
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draw::stencil::set(SKILL_PANTS);
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draw::swapcol(1, actor::hero::getSkills()&SKILL_PANTS ? col1 : col3);
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draw::draw(250,183, 18, 23, 167, 22);
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draw::stencil::set(SKILL_GLOVES);
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draw::swapcol(1, actor::hero::getSkills()&SKILL_GLOVES ? col1 : col3);
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draw::draw(222,200, 21, 22, 165, 45);
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draw::stencil::set(SKILL_BAG);
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draw::swapcol(1, actor::hero::getSkills()&SKILL_BAG ? col1 : col3);
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draw::draw(279,200, 20, 25, 145, 41);
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draw::stencil::disable();
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if (editor::isDevMode() && input::mouseClk(1))
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{
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const uint8_t val = draw::stencil::query(input::mouseX(), input::mouseY());
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if (val != 255)
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{
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if (actor::hero::getSkills() & val)
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actor::hero::dropSkill(val);
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else
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actor::hero::giveSkill(val);
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}
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}
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}
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/*
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print(0,0,input::mouseX());
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print(0,20,input::mouseY());
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@@ -618,6 +642,7 @@ namespace modules
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line+=10;
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ui::label("FLAGS", 2, line, 96, 11, GRAY);
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changed |= btn_check(50, line, "INER", act->flags, FLAG_INERTIA);
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changed |= btn_check(74, line, "SPEC", act->flags, FLAG_SPECIAL);
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line+=10;
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