We do not need a separate planet mask for collision detection anymore, as Melee planet images have proper transparency

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@1989 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
avolkov
2005-11-12 20:34:11 +00:00
parent c6538f98b6
commit 1a4ca6892e
115 changed files with 2 additions and 79 deletions
+2 -22
View File
@@ -33,7 +33,6 @@ spawn_planet (void)
hPlanetElement = AllocElement ();
if (hPlanetElement)
{
POINT loc;
ELEMENTPTR PlanetElementPtr;
extern FRAME planet[];
@@ -41,10 +40,10 @@ spawn_planet (void)
PlanetElementPtr->hit_points = 200;
PlanetElementPtr->state_flags = APPEARING;
PlanetElementPtr->life_span = NORMAL_LIFE + 1;
SetPrimType (&DisplayArray[PlanetElementPtr->PrimIndex], NO_PRIM);
SetPrimType (&DisplayArray[PlanetElementPtr->PrimIndex], STAMP_PRIM);
PlanetElementPtr->current.image.farray = planet;
PlanetElementPtr->current.image.frame =
SetAbsFrameIndex (PlanetElementPtr->current.image.farray[0], 1);
PlanetElementPtr->current.image.farray[0];
PlanetElementPtr->collision_func = collision;
PlanetElementPtr->postprocess_func =
(void (*) (struct element *ElementPtr))CalculateGravity;
@@ -57,29 +56,10 @@ spawn_planet (void)
WRAP_Y (DISPLAY_ALIGN_Y (TFB_Random ()));
} while (CalculateGravity (PlanetElementPtr)
|| TimeSpaceMatterConflict (PlanetElementPtr));
loc = PlanetElementPtr->current.location;
PlanetElementPtr->mass_points = PlanetElementPtr->hit_points;
UnlockElement (hPlanetElement);
PutElement (hPlanetElement);
hPlanetElement = AllocElement ();
if (hPlanetElement)
{
LockElement (hPlanetElement, &PlanetElementPtr);
PlanetElementPtr->hit_points = 1;
PlanetElementPtr->mass_points = PlanetElementPtr->hit_points;
PlanetElementPtr->state_flags = APPEARING | NONSOLID;
PlanetElementPtr->life_span = NORMAL_LIFE + 1;
SetPrimType (&DisplayArray[PlanetElementPtr->PrimIndex], STAMP_PRIM);
PlanetElementPtr->current.image.farray = planet;
PlanetElementPtr->current.image.frame =
PlanetElementPtr->current.image.farray[0];
ZeroVelocityComponents (&PlanetElementPtr->velocity);
PlanetElementPtr->current.location = loc;
UnlockElement (hPlanetElement);
PutElement (hPlanetElement);
}
}
}