83 lines
2.4 KiB
C
Executable file
83 lines
2.4 KiB
C
Executable file
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/endlevel.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:42:21 $
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*
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* Header for newfile.c
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*
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* $Log: endlevel.h,v $
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* Revision 1.1.1.1 2006/03/17 19:42:21 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:12:16 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.0 1995/02/27 11:31:37 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.5 1994/12/06 13:24:55 matt
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* Made exit model come out of bitmaps.tbl
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*
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* Revision 1.4 1994/11/19 12:41:35 matt
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* Added system to read endlevel data from file, and to make it work
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* with any exit tunnel.
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*
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* Revision 1.3 1994/10/30 20:09:20 matt
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* For endlevel: added big explosion at tunnel exit; made lights in tunnel
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* go out; made more explosions on walls.
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*
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* Revision 1.2 1994/08/19 20:09:38 matt
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* Added end-of-level cut scene with external scene
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*
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* Revision 1.1 1994/08/15 19:18:47 matt
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* Initial revision
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*
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*
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*/
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#ifndef _OUTSIDE_H
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#define _OUTSIDE_H
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#include "object.h"
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extern int Endlevel_sequence;
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void start_endlevel_sequence();
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void render_external_scene();
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void render_endlevel_frame(fix eye_offset);
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void do_endlevel_frame();
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void draw_exit_model();
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void init_endlevel();
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void stop_endlevel_sequence();
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extern vms_vector mine_exit_point;
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extern int exit_segnum;
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extern grs_bitmap *satellite_bitmap,*station_bitmap,*exit_bitmap,*terrain_bitmap;
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extern object external_explosion;
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extern int ext_expl_playing;
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//called for each level to load & setup the exit sequence
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void load_endlevel_data(int level_num);
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extern int exit_modelnum,destroyed_exit_modelnum;
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#endif
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