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https://github.com/ondra-novak/gates_of_skeldal.git
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libs compiles
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1b0f7fe0c2
commit
a7278bac40
121 changed files with 1528 additions and 1731 deletions
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@ -444,7 +444,7 @@ typedef struct tdregisters
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{
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int h_num;
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char name[13];
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void (*proc)(void **,long *);
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void (*proc)(void **,int32_t *);
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char path;
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}TDREGISTERS;
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@ -453,7 +453,7 @@ typedef struct tstena
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char prim,sec,oblouk,side_tag;
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unsigned short sector_tag;
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char xsec,ysec;
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unsigned long flags;
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uint32_t flags;
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char prim_anim,sec_anim,lclip,action;
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}TSTENA;
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@ -504,7 +504,7 @@ typedef struct the_timer
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int id;
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int counter,count_max,calls;
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void (*proc)(struct the_timer *);
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long userdata[4];
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int32_t userdata[4];
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struct the_timer *next;
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char zavora;
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}THE_TIMER;
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@ -563,8 +563,8 @@ extern char group_sort[POCET_POSTAV]; //pretrideni skupin
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extern char global_anim_counter;
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extern char one_buffer; //1 zapina pouziti pouze jednoho bufferu pro render
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extern char save_map; //1 oznamuje ze pri opusteni levelu je nutne ulozit stav mapy
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extern long money; //stav konta hracu
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extern long level_map[]; //tabulka urovni
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extern int32_t money; //stav konta hracu
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extern int32_t level_map[]; //tabulka urovni
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extern char true_seeing; //1 oznamuje ze bezi kouzlo true_seeing
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extern char set_halucination;
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extern int hal_sector; //cislo sektoru a smeru pri halucinaci
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@ -572,7 +572,7 @@ extern int hal_dir;
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extern char side_touched; //promena se nastavuje na 1 pri kazdem uspesnem dotyku steny
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extern char *texty_knihy; //jmeno souboru s textamy knihy
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extern int cur_page; //cislo stranky v knize;
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extern long game_time; //hraci cas
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extern int32_t game_time; //hraci cas
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extern char autoattack;
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extern char enable_sort;
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extern char last_send_action; //naposled vyslana akce
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@ -622,15 +622,15 @@ void calc_animations(void);
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int load_map(char *filename);
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void other_draw();
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void refresh_scene();
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void pcx_fade_decomp(void **p,long *s);
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void pcx_15bit_decomp(void **p,long *s);
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void pcx_15bit_autofade(void **p,long *s);
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void pcx_15bit_backgrnd(void **p,long *s);
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void pcx_8bit_decomp(void **p,long *s);
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void hi_8bit_correct(void **p,long *s);
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void pcx_8bit_nopal(void **p,long *s);
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void set_background(void **p,long *s);
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void wav_load(void **p,long *s);
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void pcx_fade_decomp(void **p,int32_t *s);
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void pcx_15bit_decomp(void **p,int32_t *s);
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void pcx_15bit_autofade(void **p,int32_t *s);
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void pcx_15bit_backgrnd(void **p,int32_t *s);
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void pcx_8bit_decomp(void **p,int32_t *s);
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void hi_8bit_correct(void **p,int32_t *s);
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void pcx_8bit_nopal(void **p,int32_t *s);
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void set_background(void **p,int32_t *s);
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void wav_load(void **p,int32_t *s);
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void wire_main_functs();
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void ukaz_kompas(char mode);
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void *timming(EVENT_MSG *msg,void **data);
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@ -726,8 +726,8 @@ void turn_zoom(int smer);
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void a_touch(int sector,int dir);
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int do_action(int action_numb,int sector,int direct,int flags,int nosend);
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void delay_action(int action_numb,int sector,int direct,int flags,int nosend,int delay);
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long load_section(FILE *f,void **section, int *sct_type,long *sect_size);
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void prepare_graphics(int *ofs,char *names,long size,void *decomp,int class);
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int32_t load_section(FILE *f,void **section, int *sct_type,int32_t *sect_size);
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void prepare_graphics(int *ofs,char *names,int32_t size,void *decomp,int class);
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void show_automap(char full);
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void draw_medium_map();
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void anim_sipky(int h,int mode);
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@ -802,7 +802,7 @@ extern short water_breath; //vec pro dychani pod vodou
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extern short flute_item;
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void load_items(void);
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void load_item_map(void *p,long s);
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void load_item_map(void *p,int32_t s);
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void draw_placed_items_normal(int celx,int cely,int sect,int side);
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#define SPL_INVIS 0x1 //hrac je neviditelny
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@ -930,7 +930,7 @@ typedef struct thuman
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short inv[MAX_INV]; //inventar
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short level; //uroven
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short weapon_expy[TPW_MAX]; //zkusenosti za zbrane
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long exp; //zkusenost
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int32_t exp; //zkusenost
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char female; //1 kdyz zena
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char utek; //hodnota udavajici pocet kroku pri uteku
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HUM_ACTION *zvolene_akce; //ukazatel na tabulku zvolenych akci
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@ -968,7 +968,7 @@ void calc_fly();
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void zmen_skupinu(THUMAN *p);
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void add_to_group(int num);
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void group_all(void);
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void build_items_called(void **p,long *s);
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void build_items_called(void **p,int32_t *s);
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void real_regeneration(); //regenerace postav behem hry v realu (pouze kondice a mana)
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char sleep_regenerace(THUMAN *p); //regenerace postav behem spani
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char check_jidlo_voda(THUMAN *p);
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@ -1154,7 +1154,7 @@ typedef struct tma_sound
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char volume; //5
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char soundid; //6
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unsigned short freq; //8
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long start_loop,end_loop,offset;//20
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int32_t start_loop,end_loop,offset;//20
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char filename[12]; //32
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}TMA_SOUND;
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@ -1162,7 +1162,7 @@ typedef struct tma_sound
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typedef struct tma_text
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{
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char action,flags,eflags,pflags;
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long textindex;
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int32_t textindex;
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}TMA_TEXT;
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typedef struct tma_send_action
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@ -1247,7 +1247,7 @@ typedef struct tma_globe
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unsigned short sector; //sektor of action target, when event occured
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unsigned char side; //side of action target, when event occured
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unsigned char cancel; //1 - cancel event
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unsigned long param; //event depend param - zero is default
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uint32_t param; //event depend param - zero is default
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}TMA_GLOBE;
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@ -1396,7 +1396,7 @@ char test_playing(int track);
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void stop_track_free(int track);
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void mute_all_tracks(char all);
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void kill_all_sounds();
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void create_sound_table(char *template,long size);
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void create_sound_table(char *template,int32_t size);
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void create_sound_table_old();
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void start_play_flute(char );
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void stop_play_flute();
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@ -1458,7 +1458,7 @@ typedef struct tmob
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char flee_num; //pravdepodobnost uteku
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char anim_counts[6]; //pocet animacnich policek pro kazdy pohyb
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char mobs_name[7]; //zaklad jmena souboru pro moba
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long experience; //zkusenost
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int32_t experience; //zkusenost
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char vlajky; //BIT0 - 1 v boji
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char anim_phase; //cinnost kterou mob dela
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short csektor; //Cilovy sektor
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@ -1501,7 +1501,7 @@ char track_mob(int sect,int dir);//trackuje pritomnost potvory v urcitem smeru
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void stop_all_mobs();
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int utok_na_sektor(THUMAN *p,TMOB *m,int chaos,int bonus);
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int vyber_potvoru(int sect,int dir,int *chaos); //vybere potvoru ze sektoru a smeru. Vraci take pocet potvor v promenne *chaos
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void load_enemies(short *data,int size,int *grptr,TMOB *template,long tsize);
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void load_enemies(short *data,int size,int *grptr,TMOB *template,int32_t tsize);
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char mob_test_na_bitvu(TMOB *p); //nastavi p->vlajky|MOB_INBATTLE pokud potvora muze vstoupit do bitvy;
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void send_mob_to(int m,word *path);
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void save_enemy_paths(TMPFILE_WR *f);
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@ -1622,7 +1622,7 @@ int message(int butts,char def,char canc,char *keys,...);
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void type_text(); //event procedura (parms: X,Y,TEXT,MAX_SPACE,MAX_CHARS);
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void type_text_v2(va_list args);//char *text_buffer,int x,int y,int max_size,int max_chars,int font,int color,void (*exit_proc)(char));
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void zalamovani(char *source,char *target,int maxxs,int *xs,int *ys);
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void col_load(void **data,long *size);
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void col_load(void **data,int32_t *size);
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void open_story_file();
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void write_story_text(char *text);
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void close_story_file();
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@ -1702,7 +1702,7 @@ typedef struct _tag_globalEventDef
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unsigned short sector; //sektor of action target, when event occured
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unsigned char side; //side of action target, when event occured
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unsigned char cancel; //
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long param; //event depend param - zero is default
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int32_t param; //event depend param - zero is default
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}SGlobalEventDef;
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extern SGlobalEventDef GlobEventList[MAGLOB_NEXTID];
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@ -1715,7 +1715,7 @@ static __inline char GlobEvent(int event, int sector, int side)
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}
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static __inline char GlobEvents(int firstevid, int lastevid, int sector, int side, long param)
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static __inline char GlobEvents(int firstevid, int lastevid, int sector, int side, int32_t param)
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{
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int i;
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for (i=firstevid;i<=lastevid;i++) if (GlobEventList[i].param==param)
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@ -1726,7 +1726,7 @@ static __inline char GlobEvents(int firstevid, int lastevid, int sector, int sid
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}
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static __inline char TimerEvents(int sector, int side, long time)
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static __inline char TimerEvents(int sector, int side, int32_t time)
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{
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int i;
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for (i=MAGLOB_ONTIMER1;i<=MAGLOB_ONTIMER4;i++) if (GlobEventList[i].param && GlobEventList[i].param<=time)
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