TLight, TTimer, TSound, TComponentGroup ready.
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@@ -1,2 +1,327 @@
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#include "pch.h"
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#include "TLight.h"
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#include "control.h"
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#include "loader.h"
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#include "render.h"
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#include "timer.h"
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#include "TPinballTable.h"
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#include "TZmapList.h"
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TLight::TLight(TPinballTable* table, int groupIndex) : TPinballComponent(table, groupIndex, true)
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{
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Timer1 = 0;
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FlasherActive = 0;
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Timer2 = 0;
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Flasher.Timer = 0;
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Reset();
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float* floatArr1 = loader::query_float_attribute(groupIndex, 0, 900);
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Flasher.TimerDelay[0] = *floatArr1;
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FlasherDelay[0] = *floatArr1;
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float* floatArr2 = loader::query_float_attribute(groupIndex, 0, 901);
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Flasher.TimerDelay[1] = *floatArr2;
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FlasherDelay[1] = *floatArr2;
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}
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int TLight::Message(int code, float value)
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{
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int bmpIndex;
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auto this2 = this;
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if (code > 1020)
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{
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if (code == 1024)
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{
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Reset();
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for (auto index = 0; index < this2->PinballTable->PlayerCount; ++index)
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{
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auto playerPtr = &this2->PlayerData[index];
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playerPtr->FlasherActive = this2->FlasherActive;
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playerPtr->BmpIndex2 = this2->BmpIndex2;
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playerPtr->BmpIndex1 = this2->BmpIndex1;
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playerPtr->MessageField = this2->MessageField;
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}
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}
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return 0;
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}
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if (code == 1020)
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{
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auto playerPtr = &this2->PlayerData[PinballTable->CurrentPlayer];
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playerPtr->FlasherActive = this2->FlasherActive;
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playerPtr->BmpIndex2 = this2->BmpIndex2;
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playerPtr->BmpIndex1 = this2->BmpIndex1;
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playerPtr->MessageField = this2->MessageField;
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Reset();
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playerPtr = &this2->PlayerData[static_cast<int>(floor(value))];
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this2->FlasherActive = playerPtr->FlasherActive;
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this2->BmpIndex2 = playerPtr->BmpIndex2;
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this2->BmpIndex1 = playerPtr->BmpIndex1;
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this2->MessageField = playerPtr->MessageField;
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if (this2->BmpIndex2)
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{
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this2->Message(11, static_cast<float>(this2->BmpIndex2));
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}
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if (this2->BmpIndex1)
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this2->Message(1, 0.0);
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if (this2->FlasherActive)
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this2->Message(4, 0.0);
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return 0;
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}
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switch (code)
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{
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case 0:
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this->BmpIndex1 = 0;
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if (this->FlasherActive == 0 && !this->FlasherFlag1 && !this->FlasherFlag2)
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render::sprite_set_bitmap(this->RenderSprite, this->Flasher.BmpArr[0]);
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return 0;
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case 1:
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this->BmpIndex1 = 1;
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if (this->FlasherActive == 0 && !this->FlasherFlag1 && !this->FlasherFlag2)
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render::sprite_set_bitmap(this->RenderSprite, this->Flasher.BmpArr[1]);
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return 0;
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case 2:
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break;
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case 3:
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return this->FlasherActive;
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case 4:
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schedule_timeout(0.0);
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if (!this2->FlasherActive || !this2->Flasher.Timer)
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{
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this2->FlasherActive = 1;
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this2->FlasherFlag2 = 0;
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this2->FlasherFlag1 = 0;
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this2->Unknown13 = 0;
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flasher_start(&this2->Flasher, this2->BmpIndex1);
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}
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return 0;
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case 5:
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this->Flasher.TimerDelay[0] = value * this->FlasherDelay[0];
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this->Flasher.TimerDelay[1] = value * this->FlasherDelay[1];
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return 0;
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case 6:
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this->Flasher.TimerDelay[0] = this->FlasherDelay[0];
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this->Flasher.TimerDelay[1] = this->FlasherDelay[1];
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return 0;
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case 7:
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if (!this->FlasherActive)
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flasher_start(&this->Flasher, this->BmpIndex1);
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this2->FlasherActive = 1;
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this2->FlasherFlag2 = 0;
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this2->Unknown13 = 0;
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this2->FlasherFlag1 = 0;
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schedule_timeout(value);
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return 0;
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case 8:
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if (!this->FlasherFlag1)
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{
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if (this->FlasherActive)
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{
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flasher_stop(&this->Flasher, 0);
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this2->FlasherActive = 0;
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}
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else
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{
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render::sprite_set_bitmap(this->RenderSprite, this->Flasher.BmpArr[0]);
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}
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this2->FlasherFlag1 = 1;
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this2->FlasherFlag2 = 0;
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}
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schedule_timeout(value);
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return 0;
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case 9:
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if (!this->FlasherFlag2)
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{
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if (this->FlasherActive)
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{
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flasher_stop(&this->Flasher, 1);
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this2->FlasherActive = 0;
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}
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else
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{
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render::sprite_set_bitmap(this->RenderSprite, this->Flasher.BmpArr[1]);
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}
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this2->FlasherFlag2 = 1;
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this2->FlasherFlag1 = 0;
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}
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schedule_timeout(value);
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return 0;
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case 11:
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this2->BmpIndex2 = static_cast<int>(floor(value));
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if (this2->BmpIndex2 > this2->ListBitmap->Count())
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this2->BmpIndex2 = this2->ListBitmap->Count();
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bmpIndex = 0;
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if (this2->BmpIndex2 < 0)
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this2->BmpIndex2 = 0;
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this2->Flasher.BmpArr[0] = nullptr;
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this2->Flasher.BmpArr[1] = static_cast<gdrv_bitmap8*>(this2->ListBitmap->Get(this2->BmpIndex2));
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if (this2->FlasherActive == 0)
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{
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if (!this2->FlasherFlag1)
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{
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if (this2->FlasherFlag2)
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bmpIndex = 1;
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else
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bmpIndex = this2->BmpIndex1;
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}
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}
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else
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{
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bmpIndex = this2->Flasher.BmpIndex;
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}
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render::sprite_set_bitmap(this2->RenderSprite, this2->Flasher.BmpArr[bmpIndex]);
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return 0;
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case 12:
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bmpIndex = this->BmpIndex2 + 1;
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if (bmpIndex > this->ListBitmap->Count())
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bmpIndex = this->ListBitmap->Count();
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Message(11, static_cast<float>(bmpIndex));
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return 0;
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case 13:
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bmpIndex = this->BmpIndex2 - 1;
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if (bmpIndex < 0)
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bmpIndex = 0;
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Message(11, static_cast<float>(bmpIndex));
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return 0;
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case 14:
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if (this->Timer1)
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timer::kill(this->Timer1);
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this2->Timer1 = 0;
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if (this2->FlasherActive != 0)
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flasher_stop(&this2->Flasher, -1);
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this2->FlasherActive = 0;
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this2->FlasherFlag1 = 0;
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this2->FlasherFlag2 = 0;
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render::sprite_set_bitmap(this2->RenderSprite, this2->Flasher.BmpArr[this2->BmpIndex1]);
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return 0;
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case 15:
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this->Unknown13 = 0;
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if (this->Timer2)
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timer::kill(this->Timer2);
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this2->Timer2 = 0;
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Message(1, 0.0);
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Message(7, value);
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return 0;
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case 16:
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if (this->Timer2)
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timer::kill(this->Timer2);
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this2->Timer2 = 0;
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Message(7, value);
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this2->Unknown13 = 1;
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return 0;
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case 17:
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Message(static_cast<int>(floor(value)) != 0, 0.0);
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break;
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case 18:
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Message(17, value);
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Message(14, 0.0);
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break;
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case 19:
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Message(1, 0.0);
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Message(14, 0.0);
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return 0;
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case 20:
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Message(0, 0.0);
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Message(14, 0.0);
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return 0;
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case 21:
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Message(17, static_cast<float>(this->BmpIndex1 == 0));
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break;
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case 22:
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Message(18, static_cast<float>(this->BmpIndex1 == 0));
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break;
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case 23:
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this->MessageField = static_cast<int>(floor(value));
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return 0;
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default:
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return 0;
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}
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return this2->BmpIndex1;
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}
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void TLight::Reset()
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{
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if (Timer1)
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timer::kill(Timer1);
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if (Timer2)
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timer::kill(Timer2);
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if (FlasherActive)
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flasher_stop(&Flasher, -1);
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Unknown20F = 1.0;
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Timer1 = 0;
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Timer2 = 0;
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BmpIndex1 = 0;
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BmpIndex2 = 0;
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FlasherFlag1 = 0;
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FlasherFlag2 = 0;
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FlasherActive = 0;
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Unknown13 = 0;
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render::sprite_set_bitmap(RenderSprite, nullptr);
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Flasher.Sprite = RenderSprite;
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Flasher.BmpArr[0] = nullptr;
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if (ListBitmap)
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Flasher.BmpArr[1] = static_cast<gdrv_bitmap8*>(ListBitmap->Get(0));
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Flasher.Unknown4 = 0;
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Flasher.Unknown3 = 0;
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MessageField = 0;
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}
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void TLight::schedule_timeout(float time)
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{
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Flasher.TimerDelay[0] = FlasherDelay[0];
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Flasher.TimerDelay[1] = FlasherDelay[1];
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if (Timer1)
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timer::kill(Timer1);
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Timer1 = 0;
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if (time > 0.0)
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Timer1 = timer::set(time, this, TimerExpired);
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}
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void TLight::TimerExpired(int timerId, void* caller)
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{
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auto light = static_cast<TLight*>(caller);
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if (light->FlasherActive)
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flasher_stop(&light->Flasher, -1);
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render::sprite_set_bitmap(light->RenderSprite, light->Flasher.BmpArr[light->BmpIndex1]);
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light->FlasherFlag1 = 0;
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light->FlasherFlag2 = 0;
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light->FlasherActive = 0;
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light->Timer1 = 0;
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if (light->Unknown13 != 0)
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{
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light->Unknown13 = 0;
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light->Message(20, 0.0);
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}
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if (light->Control)
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control::handler(60, light);
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}
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void TLight::flasher_stop(flasher_type* flash, int bmpIndex)
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{
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if (flash->Timer)
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timer::kill(flash->Timer);
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flash->Timer = 0;
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if (bmpIndex >= 0)
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{
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flash->BmpIndex = bmpIndex;
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render::sprite_set_bitmap(flash->Sprite, flash->BmpArr[bmpIndex]);
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}
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}
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void TLight::flasher_start(flasher_type* flash, int bmpIndex)
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{
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flash->BmpIndex = bmpIndex;
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flasher_callback(0, flash);
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}
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void TLight::flasher_callback(int timerId, void* caller)
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{
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auto flash = static_cast<flasher_type*>(caller);
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auto index = 1 - flash->BmpIndex;
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flash->BmpIndex = index;
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render::sprite_set_bitmap(flash->Sprite, flash->BmpArr[index]);
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flash->Timer = timer::set(flash->TimerDelay[flash->BmpIndex], flash, flasher_callback);
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}
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