mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- cache, cheats, colormap and enums.
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commit
cde4b1f19e
4 changed files with 100 additions and 93 deletions
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@ -59,11 +59,10 @@ void PreCacheRange(int start_pic, int end_pic, int pal = 0)
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void PreCacheOverride(void)
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{
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int i;
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StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
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while ((i = it.NextIndex()) >= 0)
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SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
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while (auto actor = it.Next())
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{
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auto sp = &sprite[i];
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auto sp = &actor->s();
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int j = SP_TAG2(sp);
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if(j >= 0 && j <= MAXTILES)
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markTileForPrecache(j, 0);
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@ -349,13 +348,13 @@ void PreCachePachinko(int pal)
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void
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PreCacheActor(void)
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{
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int i;
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int pic;
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for (i=0; i < MAXSPRITES; i++)
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SWSpriteIterator it;
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while (auto actor = it.Next())
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{
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auto pUsr = User[i].Data();
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auto pSpr = &sprite[i];
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auto pUsr = actor->u();
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auto pSpr = &actor->s();
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if (pSpr->statnum >= MAXSTATUS)
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continue;
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@ -196,7 +196,7 @@ static cheatseq_t swcheats[] = {
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static void WeaponCheat(int player)
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{
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auto p = &Player[player];
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auto u = User[p->PlayerSprite].Data();
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auto u = p->Actor()->u();
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if (!TEST(p->Flags, PF_TWO_UZI))
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{
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@ -266,9 +266,9 @@ static void cmd_Give(int player, uint8_t** stream, bool skip)
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break;
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case GIVE_HEALTH:
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if (User[Player[player].PlayerSprite]->Health < Player[player].MaxHealth)
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if (Player[player].Actor()->u()->Health < Player[player].MaxHealth)
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{
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User[Player[player].PlayerSprite]->Health += 25;
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Player[player].Actor()->u()->Health += 25;
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PutStringInfo(&Player[player], GStrings("TXTS_ADDEDHEALTH"));
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}
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break;
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@ -280,7 +280,7 @@ static void cmd_Give(int player, uint8_t** stream, bool skip)
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case GIVE_AMMO:
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{
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auto p = &Player[player];
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auto u = User[p->PlayerSprite].Data();
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auto u = p->Actor()->u();
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p->WpnShotgunAuto = 50;
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p->WpnRocketHeat = 5;
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@ -296,7 +296,7 @@ static void cmd_Give(int player, uint8_t** stream, bool skip)
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}
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case GIVE_ARMOR:
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if (User[Player[player].PlayerSprite]->Health < Player[player].MaxHealth)
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if (Player[player].Actor()->u()->Health < Player[player].MaxHealth)
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{
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Player[player].Armor = 100;
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PutStringInfo(&Player[player], GStrings("TXTB_FULLARM"));
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@ -229,8 +229,8 @@ void GameInterface::loadPalette(void)
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//
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// Dive palettes
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//
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#define FOG_AMT 60 // is 15 in SWP.
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#define LAVA_AMT 44 // is 11 in SWP.
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const int FOG_AMT = 60; // is 15 in SWP.
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const int LAVA_AMT = 44; // is 11 in SWP.
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for (i = 0; i < 256; i++)
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tempbuf[i] = i;
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@ -23,99 +23,107 @@ Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#pragma once
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BEGIN_SW_NS
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////
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//
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// Misc Defines
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//
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////
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#define LT_GREY (16 * 0 + 1)
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#define DK_GREY (16 * 1)
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#define LT_BROWN (16 * 2)
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#define DK_BROWN (16 * 3)
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#define LT_TAN (16 * 4)
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#define DK_TAN (16 * 5)
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#define RUST_RED (16 * 6)
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#define RED (16 * 7)
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#define YELLOW (16 * 8)
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#define BRIGHT_GREEN (16 * 9)
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#define DK_GREEN (16 * 10)
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#define GREEN (16 * 11)
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#define LT_BLUE (16 * 12)
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#define DK_BLUE (16 * 13)
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#define PURPLE (16 * 14)
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#define FIRE (16 * 15)
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enum
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{
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LT_GREY = (16 * 0 + 1),
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DK_GREY = (16 * 1),
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LT_BROWN = (16 * 2),
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DK_BROWN = (16 * 3),
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LT_TAN = (16 * 4),
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DK_TAN = (16 * 5),
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RUST_RED = (16 * 6),
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RED = (16 * 7),
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YELLOW = (16 * 8),
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BRIGHT_GREEN = (16 * 9),
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DK_GREEN = (16 * 10),
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GREEN = (16 * 11),
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LT_BLUE = (16 * 12),
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DK_BLUE = (16 * 13),
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PURPLE = (16 * 14),
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FIRE = (16 * 15),
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};
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//
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// Palette numbers and meanings
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//
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#define PALETTE_DEFAULT 0
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#define PALETTE_FOG 1
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// blue sword blade test
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#define PALETTE_MENU_HIGHLIGHT 2
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// used for the elector gore pieces
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#define PALETTE_ELECTRO_GORE 3
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// turns ninjas belt and headband red
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#define PALETTE_BASIC_NINJA 4
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// diving in lava
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#define PALETTE_DIVE_LAVA 5
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// turns ninjas belt and headband red
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#define PALETTE_RED_NINJA 6
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// used for the mother ripper - she is bigger/stronger/brown
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#define PALETTE_BROWN_RIPPER 7
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// turns ninjas belt and headband red
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#define PALETTE_GREEN_NINJA 8
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// reserved diving palette this is copied over the default palette
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// when needed - NOTE: could move this to a normal memory buffer if palette
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// slot is needed.
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#define PALETTE_DIVE 9
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#define PALETTE_SKEL_GORE 10
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// turns ALL colors to shades of GREEN/BLUE/RED
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#define PALETTE_GREEN_LIGHTING 11
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#define PALETTE_BLUE_LIGHTING 13
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#define PALETTE_RED_LIGHTING 14
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// for brown bubbling sludge
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#define PALETTE_SLUDGE 15
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enum
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{
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PALETTE_DEFAULT = 0,
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PALETTE_FOG = 1,
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// blue sword blade test
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PALETTE_MENU_HIGHLIGHT = 2,
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// used for the elector gore pieces
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PALETTE_ELECTRO_GORE = 3,
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// turns ninjas belt and headband red
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PALETTE_BASIC_NINJA = 4,
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// diving in lava
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PALETTE_DIVE_LAVA = 5,
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// turns ninjas belt and headband red
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PALETTE_RED_NINJA = 6,
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// used for the mother ripper - she is bigger/stronger/brown
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PALETTE_BROWN_RIPPER = 7,
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// turns ninjas belt and headband red
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PALETTE_GREEN_NINJA = 8,
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// reserved diving palette this is copied over the default palette
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// when needed - NOTE: could move this to a normal memory buffer if palette
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// slot is needed.
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PALETTE_DIVE = 9,
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PALETTE_SKEL_GORE = 10,
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// turns ALL colors to shades of GREEN/BLUE/RED
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PALETTE_GREEN_LIGHTING = 11,
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PALETTE_BLUE_LIGHTING = 13,
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PALETTE_RED_LIGHTING = 14,
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// for brown bubbling sludge
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PALETTE_SLUDGE = 15,
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};
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// Player 0 uses default palette - others use these
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// turns ninja's vests (when we get them) into different color ranges
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#define PALETTE_PLAYER0 16
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#define PAL_XLAT_BROWN 16
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#define PALETTE_PLAYER1 17
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#define PAL_XLAT_LT_GREY 17
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#define PALETTE_PLAYER2 18
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#define PAL_XLAT_PURPLE 18
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#define PALETTE_PLAYER3 19
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#define PAL_XLAT_RUST_RED 19
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#define PALETTE_PLAYER4 20
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#define PAL_XLAT_YELLOW 20
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#define PALETTE_PLAYER5 21
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#define PAL_XLAT_DK_GREEN 21
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#define PALETTE_PLAYER6 22
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#define PAL_XLAT_GREEN 22
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#define PALETTE_PLAYER7 23
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#define PAL_XLAT_LT_BLUE 23
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#define PALETTE_PLAYER8 24
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#define PAL_XLAT_LT_TAN 24
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#define PALETTE_PLAYER9 25
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#define PAL_XLAT_RED 25
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#define PALETTE_PLAYER10 26
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#define PAL_XLAT_DK_GREY 26
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#define PALETTE_PLAYER11 27
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#define PAL_XLAT_BRIGHT_GREEN 27
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#define PALETTE_PLAYER12 28
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#define PAL_XLAT_DK_BLUE 28
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#define PALETTE_PLAYER13 29
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#define PAL_XLAT_FIRE 29
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#define PALETTE_PLAYER14 30
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#define PALETTE_PLAYER15 31
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#define PALETTE_ILLUMINATE 32 // Used to make sprites bright green in night vision
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enum
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{
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PALETTE_PLAYER0 = 16,
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PAL_XLAT_BROWN = 16,
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PALETTE_PLAYER1 = 17,
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PAL_XLAT_LT_GREY = 17,
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PALETTE_PLAYER2 = 18,
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PAL_XLAT_PURPLE = 18,
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PALETTE_PLAYER3 = 19,
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PAL_XLAT_RUST_RED = 19,
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PALETTE_PLAYER4 = 20,
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PAL_XLAT_YELLOW = 20,
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PALETTE_PLAYER5 = 21,
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PAL_XLAT_DK_GREEN = 21,
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PALETTE_PLAYER6 = 22,
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PAL_XLAT_GREEN = 22,
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PALETTE_PLAYER7 = 23,
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PAL_XLAT_LT_BLUE = 23,
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PALETTE_PLAYER8 = 24,
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PAL_XLAT_LT_TAN = 24,
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PALETTE_PLAYER9 = 25,
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PAL_XLAT_RED = 25,
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PALETTE_PLAYER10 = 26,
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PAL_XLAT_DK_GREY = 26,
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PALETTE_PLAYER11 = 27,
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PAL_XLAT_BRIGHT_GREEN = 27,
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PALETTE_PLAYER12 = 28,
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PAL_XLAT_DK_BLUE = 28,
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PALETTE_PLAYER13 = 29,
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PAL_XLAT_FIRE = 29,
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PALETTE_PLAYER14 = 30,
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PALETTE_PLAYER15 = 31,
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PALETTE_ILLUMINATE = 32, // Used to make sprites bright green in night vision
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};
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END_SW_NS
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