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/* |
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mainVars.hpp |
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Copyright (C) 2007 Poul Sander |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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|
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Poul Sander |
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R�veh�jvej 36, V. 1111 |
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2800 Kgs. Lyngby |
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DENMARK |
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blockattack@poulsander.com |
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*/ |
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|
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//main variables and constants |
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|
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//Some definitions |
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//The game is divided in frames. FALLTIME means the blocks will fall one block every FRAMELENGTH*FALLTIME millisecond |
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#define FRAMELENGTH 50 |
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#define HANGTIME 40 |
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#define FALLTIME 20 |
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//Don't change the following, they are fundamental and later some functions are hardcoded |
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#define BLOCKFALL 10000 |
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#define BLOCKWAIT 100000 |
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#define BLOCKHANG 1000 |
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#define GARBAGE 1000000 |
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#define CHAINPLACE 10000000 |
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#define NUMBEROFCHAINS 100 |
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|
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//Animation lengths: |
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#define READYTIME 500 |
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#define BOMBTIME 200 |
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#define CURSORTIME 200 |
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|
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|
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using namespace std; //remove it if you dare... |
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char sharedir[] = SHAREDIR; |
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|
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//All graphic in the game (as pointers): |
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SDL_Surface *background; //Stores background |
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SDL_Surface *backgroundImage; //Stores the background image |
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int backgroundImageW, backgroundImageH; //size of background image |
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SDL_Surface *backBoard; //Stores the background to the board |
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SDL_Surface *b1player; |
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SDL_Surface *b2players; |
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SDL_Surface *bVsMode; |
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SDL_Surface *bVsModeConfig; //Added in 1.4.0 |
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SDL_Surface *bStageClear; |
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SDL_Surface *bPuzzle; |
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SDL_Surface *bNewGame; //The New Game botton |
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SDL_Surface *bEndless; //Endless button (sub to new) |
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SDL_Surface *bTimeTrial; //Time trial button (sub to new) |
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SDL_Surface *bOptions; //The Options botton |
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//new in 1.1.1 |
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SDL_Surface *bConfigure; //The configure button |
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SDL_Surface *bSelectPuzzle; //The Select Puzzle Button |
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SDL_Surface *bBack; //The "Back" button |
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SDL_Surface *bForward; //The "forward" button |
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//new in 1.1.1 end |
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//new in 1.1.2 |
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SDL_Surface *iChainBack; |
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//new in 1.1.2 end (nota that iSmallFont has also been added) |
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//new in 1.2.0 |
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SDL_Surface *bReplay; |
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SDL_Surface *bSave; |
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SDL_Surface *bLoad; |
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#if NETWORK |
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SDL_Surface *bNetwork; |
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SDL_Surface *bConnect; |
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SDL_Surface *bHost; |
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#endif |
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//new in 1.2.0 end |
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SDL_Surface *bHighScore; //The High Score botton |
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SDL_Surface *bExit; //The Exit botton |
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SDL_Surface *blackLine; //The seperator in stage clear |
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SDL_Surface *stageBobble; //The bobble instage clear |
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SDL_Surface *screen; //The whole screen; |
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SDL_Surface *iGameOver; //The gameOver image |
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SDL_Surface *iWinner; //the "winner" image |
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SDL_Surface *iDraw; //the "draw" image |
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SDL_Surface *iLoser; //the "loser" image |
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//Animations: |
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SDL_Surface *cursor[2]; //The animated cursor |
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SDL_Surface *bomb[2]; //Bomb then the bricks should blow |
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SDL_Surface *ready[2]; //Before the blocks fall |
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SDL_Surface *explosion[4]; //Then a block explodes |
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//Animations end |
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SDL_Surface *counter[3]; //Counts down from 3 |
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SDL_Surface *bricks[7]; //The bricks, saved in an array of pointers |
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SDL_Surface *crossover; //Cross the bricks that will be cleared soon |
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SDL_Surface *balls[7]; //The balls (the small ones that jump around) |
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SDL_Surface *iBlueFont; //Contains the blue font used |
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SDL_Surface *iSmallFont; //Small font used for the chain text |
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SDL_Surface *topscoresBack; //The backgound to the highscore list |
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SDL_Surface *optionsBack; |
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SDL_Surface *changeButtonsBack; |
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SDL_Surface *dialogBox; |
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//SDL_Surface *fileDialogBox; //Manual entering of filename, new in 1.1.1, obsolute in 1.1.2 |
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SDL_Surface *bOn; |
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SDL_Surface *bOff; |
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SDL_Surface *bChange; |
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SDL_Surface *b1024; |
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//SDL_Surface *b1280; |
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//SDL_Surface *b1400; |
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//SDL_Surface *b1600; |
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SDL_Surface *iLevelCheck; //To the level select screen |
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SDL_Surface *iLevelCheckBox; |
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SDL_Surface *iCheckBoxArea; |
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SDL_Surface *boardBackBack; |
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SDL_Surface *garbageTL; //the Garbage Blocks |
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SDL_Surface *garbageT; |
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SDL_Surface *garbageTR; |
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SDL_Surface *garbageR; |
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SDL_Surface *garbageBR; |
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SDL_Surface *garbageB; |
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SDL_Surface *garbageBL; |
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SDL_Surface *garbageL; |
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SDL_Surface *garbageFill; |
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SDL_Surface *garbageM; |
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SDL_Surface *garbageML; |
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SDL_Surface *garbageMR; |
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//new in 1.3.0 start |
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SDL_Surface *smiley[4]; |
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SDL_Surface *garbageGM; |
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SDL_Surface *garbageGML; |
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SDL_Surface *garbageGMR; |
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//new in 1.3.0 end |
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//new in 1.3.2 start |
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SDL_Surface *transCover; //The transperant block, covers the upcomming |
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//also new in 1.3.2 for the editor |
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#if LEVELEDITOR |
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SDL_Surface *bCreateFile; |
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SDL_Surface *bDeletePuzzle; |
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SDL_Surface *bLoadFile; |
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SDL_Surface *bMoveBack; |
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SDL_Surface *bMoveDown; |
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SDL_Surface *bMoveForward; |
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SDL_Surface *bMoveLeft; |
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SDL_Surface *bMoveRight; |
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SDL_Surface *bMoveUp; |
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SDL_Surface *bNewPuzzle; |
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SDL_Surface *bSaveFileAs; |
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SDL_Surface *bSavePuzzle; |
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SDL_Surface *bSaveToFile; |
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SDL_Surface *bTestPuzzle; |
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#endif |
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//new in 1.3.2 end |
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//new in 1.4.0 |
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SDL_Surface *bTheme; |
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SDL_Surface *bSkip; |
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SDL_Surface *bRetry; |
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SDL_Surface *bNext; |
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//end new in 1.4.0 |
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SDL_Surface *mouse; //The mouse cursor |
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|
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|
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SDL_Surface *tmp; //a temporary surface to use DisplayFormat |
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|
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|
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SFont_Font *fBlueFont; //Stores the blue font (SFont) |
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SFont_Font *fSmallFont; //Stores the small font (SFont) |
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//TTFont ttfont; //Stores the TTF font (TTFSDL) |
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|
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Mix_Music *bgMusic; //backgroundMusic |
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Mix_Chunk *boing; //boing sound when clearing |
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Mix_Chunk *timesUp; //whistle when times up |
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Mix_Chunk *applause; //Applause, then the player is good |
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Mix_Chunk *photoClick; //clickSound |
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Mix_Chunk *heartBeat; //heart beat |
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Mix_Chunk *typingChunk; //When writing |
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Mix_Chunk *counterChunk; //When counting down |
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|
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Highscore theTopScoresEndless; //Stores highscores for endless |
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Highscore theTopScoresTimeTrial; //Stores highscores for timetrial |
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|
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bool bMouseUp; //true if the mouse(1) is unpressed |
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bool bMouseUp2; //true if the mouse(2) is unpressed |
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bool bNewGameOpen; //show sub menues |
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bool bOptionsOpen; //Show OptionsMenu (Configure and Select Puzzle) |
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bool b1playerOpen; //show submenu |
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bool b2playersOpen; //show submenu |
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bool bReplayOpen; //Show replay menu |
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#if NETWORK |
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bool bNetworkOpen; //Show the network menu |
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#endif |
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bool showHighscores; //true if highscores is displayed |
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bool showEndless; //if true show endless highscores else timetrial |
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bool showGame; //the game is active don't show highscores/options |
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bool showOptions; //true if options is open |
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bool bScreenLocked; //Don't take input or allow any mouse interaction! Used for dialogbox and warningbox |
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bool showDialog; |
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//new in 1.3.1 |
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bool NoSound; //if true, absolutely no sound will be played, can be set from the commandline |
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//prevents crash on systems without a soundcard |
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//end new 1.3.1 |
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bool MusicEnabled; //true if background music is enabled |
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bool SoundEnabled; //true if sound effects is enabled |
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bool bFullscreen; //true if game is running fullscreen |
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bool puzzleLoaded; //true if the puzzle levels have been loaded |
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bool drawBalls; //if true balls are drawed to the screen, this might lower framerate too much |
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bool standardBackground; |
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|
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//new in 1.3.2 |
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bool editorMode = false; |
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bool editorModeTest = false; |
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//end new 1.3.2 |
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|
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//Things for network play: |
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#if NETWORK |
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bool networkPlay; |
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bool networkActive; |
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Uint8 nrOfNetworkPlayers; //Up to 4 players (inkl. self) |
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bool playerAlive[4]; |
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//sockets here |
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#define SERVERPORT 41780 |
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#define CLIENTPORT 41781 |
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|
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|
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char serverAddress[30]; |
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#endif |
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|
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//should be automatically disabled if framerate to low (isn't implemented and wont be soon/ever): |
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//const int ballsFpsEnable = 30; //If framerate higher -> enable balls |
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//const int ballsFpsDisable = 10; //If framerate lower -> disable balls |
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|
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//other ball constants: |
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const double gravity = 200.8; //acceleration |
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const double startVelocityY = 50.0; |
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const double VelocityX = 50.0; |
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const int ballSize = 16; |
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const double minVelocity = 200.0; |
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|
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//global settings (reset everytime the game starts) |
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Uint8 player1Speed=0; |
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Uint8 player2Speed=0; |
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bool player1AI=false; //Is AI enabled? |
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bool player2AI=false; //Is AI enabled for player 2 (opponent in single player) |
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Uint8 player1AIlevel=3; //What level is AI? 0 min, 6 max |
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Uint8 player2AIlevel=3; |
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const Uint8 AIlevels=7; //7 possible levels: 0..6 |
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Uint8 player1handicap=0; |
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Uint8 player2handicap=0; |
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254 |
|
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unsigned long int currentTime; //contains the current time, so we don't call SDL_GetTickets() too often... |
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|
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int xsize; |
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|
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//Stores the players names (way to long, but at least no buffer overflows (max length is 16 for display reasons)) |
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char player1name[30]; |
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char player2name[30]; |
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|
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//paths |
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string stageClearSavePath; |
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string puzzleSavePath; |
| 89c4a3a6 |
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266 |
string puzzleName; //The filename of |
| 89c4a3a6 |
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267 |
|
| 89c4a3a6 |
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268 |
const int nrOfStageLevels = 50; //number of stages in stage Clear |
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const int maxNrOfPuzzleStages = 50; //Maximum number of puzzle stages |
| 89c4a3a6 |
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vector<bool> stageCleared(nrOfStageLevels); //vector that tells if a stage is cleared |
| 89c4a3a6 |
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vector<Uint32> stageTimes(nrOfStageLevels); //For statistical puposes |
| 89c4a3a6 |
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vector<Uint32> stageScores(nrOfStageLevels); //--||-- |
| 89c4a3a6 |
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273 |
vector<bool> puzzleCleared(maxNrOfPuzzleStages); //vector that tells if puzzle cleared |
| 89c4a3a6 |
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274 |
vector<int> nrOfMovesAllowed(maxNrOfPuzzleStages); //Moves to clear |
| 89c4a3a6 |
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275 |
int puzzleLevels[maxNrOfPuzzleStages][6][12]; //Contains board layout; |
| 89c4a3a6 |
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276 |
int nrOfPuzzles; //How many are there actually? |
| 89c4a3a6 |
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277 |
|
| 89c4a3a6 |
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278 |
//Old mouse position: |
| 89c4a3a6 |
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279 |
int oldMousex, oldMousey; |
| 89c4a3a6 |
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280 |
//Old Stage Clear Buble |
| 89c4a3a6 |
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281 |
int oldBubleX, oldBubleY; |
| 89c4a3a6 |
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282 |
|
| 89c4a3a6 |
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283 |
//bool doublebuf = false; //if true, screen is double buffered |
| 89c4a3a6 |
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284 |
char forceredraw; //If 1: always redraw, if 2: rarely redraw |
| 89c4a3a6 |
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285 |
|
| 89c4a3a6 |
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286 |
bool singlePuzzle = false; //if true we are just in a little 300x600 window |
| 89c4a3a6 |
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287 |
int singlePuzzleNr = 0; |
| 89c4a3a6 |
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288 |
string singlePuzzleFile; |
| 89c4a3a6 |
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289 |
|
| 1572de2b |
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290 |
#if DEBUG |
| 89c4a3a6 |
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291 |
//frame counter (fps) |
| 89c4a3a6 |
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292 |
unsigned long int Frames, Ticks; |
| 89c4a3a6 |
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293 |
char FPS[10]; |
| 89c4a3a6 |
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294 |
#endif |
| 89c4a3a6 |
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295 |
|
| 89c4a3a6 |
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2008-08-29 14:32 |
296 |
int lastNrOfPlayers; //1 if 1 player and 2 if vs. mode |
| 89c4a3a6 |
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297 |
|
| 89c4a3a6 |
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298 |
//keySetup |
| 89c4a3a6 |
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299 |
int player1keys, player2keys; |
| 89c4a3a6 |
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300 |
bool mouseplay1=false; //The mouse works on the play field |
| 89c4a3a6 |
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301 |
bool mouseplay2=false; //Same for player2 |
| 89c4a3a6 |
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302 |
bool joyplay1=false; //Player one uses the joypad |
| 89c4a3a6 |
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303 |
bool joyplay2=false; //Player two uses the joypad |
| 89c4a3a6 |
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304 |
|
| 89c4a3a6 |
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305 |
//Stores the controls |
| 89c4a3a6 |
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306 |
struct control |
| 89c4a3a6 |
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307 |
{ |
| 89c4a3a6 |
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308 |
SDLKey up; |
| 89c4a3a6 |
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309 |
SDLKey down; |
| 89c4a3a6 |
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310 |
SDLKey left; |
| 89c4a3a6 |
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311 |
SDLKey right; |
| 89c4a3a6 |
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312 |
SDLKey change; |
| 89c4a3a6 |
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313 |
SDLKey push; |
| 89c4a3a6 |
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314 |
}; |
| 89c4a3a6 |
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315 |
|
| 89c4a3a6 |
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2008-08-29 14:32 |
316 |
control keySettings[3]; //array to hold the controls (default and two custom) |
| 89c4a3a6 |
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2008-08-29 14:32 |
317 |
|
| 89c4a3a6 |
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2008-08-29 14:32 |
318 |
enum stageButton {SBdontShow, SBstageClear, SBpuzzleMode}; |
| 89c4a3a6 |
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2008-08-29 14:32 |
319 |
|
| 89c4a3a6 |
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2008-08-29 14:32 |
320 |
stageButton stageButtonStatus = SBdontShow; |
| 89c4a3a6 |
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2008-08-29 14:32 |
321 |
|
| 89c4a3a6 |
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322 |
struct ButtonCords |
| 89c4a3a6 |
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2008-08-29 14:32 |
323 |
{ |
| 89c4a3a6 |
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324 |
int x; |
| 89c4a3a6 |
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325 |
int y; |
| 89c4a3a6 |
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326 |
int xsize; |
| 89c4a3a6 |
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327 |
int ysize; |
| 89c4a3a6 |
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328 |
}; |
| 89c4a3a6 |
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329 |
|
| 89c4a3a6 |
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2008-08-29 14:32 |
330 |
ButtonCords cordNextButton = { |
| 89c4a3a6 |
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2008-08-29 14:32 |
331 |
cordNextButton.x = 150+(150-120)/2, |
| 89c4a3a6 |
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332 |
cordNextButton.y = 500, |
| 89c4a3a6 |
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333 |
cordNextButton.xsize = 120, |
| 89c4a3a6 |
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334 |
cordNextButton.ysize = 40}; |
| 89c4a3a6 |
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2008-08-29 14:32 |
335 |
|
| 89c4a3a6 |
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2008-08-29 14:32 |
336 |
ButtonCords cordRetryButton = { |
| 89c4a3a6 |
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2008-08-29 14:32 |
337 |
cordRetryButton.x = (150-120)/2, |
| 89c4a3a6 |
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2008-08-29 14:32 |
338 |
cordRetryButton.y = 500, |
| 89c4a3a6 |
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2008-08-29 14:32 |
339 |
cordRetryButton.xsize = 120, |
| 89c4a3a6 |
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340 |
cordRetryButton.ysize = 40 |
| 89c4a3a6 |
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341 |
}; |
|
|
1970-01-01 00:00 |
342 |
|