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@@ -15,16 +15,13 @@
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#include <Model2D.h>
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#include <Model2D.h>
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#include <Bild.h>
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#include <Bild.h>
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#include <Textur2D.h>
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#include <Textur2D.h>
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-
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-namespace Framework
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-{
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- void initFramework();
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- void releaseFramework();
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-}
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+#include <Globals.h>
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+#include <DLLRegister.h>
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+#include <RenderThread.h>
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using namespace Framework;
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using namespace Framework;
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using namespace KSGScript;
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using namespace KSGScript;
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-
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+/*
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class Obj : public Zeichnung
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class Obj : public Zeichnung
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{
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{
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private:
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private:
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@@ -67,7 +64,7 @@ public:
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}
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}
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~Obj()
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~Obj()
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{}
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{}
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- void doMausEreignis( MausEreignis &me ) override
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+ void doPublicMausEreignis( MausEreignis &me ) override
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{
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{
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lockZeichnung();
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lockZeichnung();
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maus.x = me.mx;
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maus.x = me.mx;
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@@ -136,19 +133,292 @@ public:
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KSGScriptEditor *obj;
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KSGScriptEditor *obj;
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+
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+int kamera2DTest();
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+int rotationTest();
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+*/
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+
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void FClose( void *p, void *zF )
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void FClose( void *p, void *zF )
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{
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{
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- StopNachrichtenSchleife( ( (WFenster*)zF )->getFensterHandle() );
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+ StopNachrichtenSchleife( ( (WFenster *)zF )->getFensterHandle() );
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}
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}
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-int kamera2DTest();
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-int rotationTest();
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+typedef bool( *Update )( char, char, char, char, int * );
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int main()
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int main()
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{
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{
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+ initFramework();
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+ Datei d;
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+ d.setDatei( "data.map" );
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+ d.open( Datei::Style::schreiben );
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+ int i = 2000;
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+ d.schreibe( (char *)& i, 4 ); // width
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+ d.schreibe( (char *)& i, 4 ); // height
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+ //team 1
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+ i = 0;
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+ for( int j = 0; j < 3; j++ )
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+ {
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ }
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+ // spieler
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+ for( int j = 0; j < 9; j++ )
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+ {
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+ i = j * 100 + 50;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ }
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+ i = 2;
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+ d.schreibe( (char *)& i, 4 ); // barieren
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+ i = 1000;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ i = 267;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 20;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 0x1 | 0x40;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 0;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 10;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 0;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 500;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ i = 20;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 267;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 0x2 | 0x40;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 500;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 0;
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+ d.schreibe( (char *)& i, 4 );
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+ i = -1;
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+ d.schreibe( (char *)& i, 4 );
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+ //basen
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+ i = 1;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 200;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ i = 50;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ i = 10;
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+ d.schreibe( (char *)& i, 4 );
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+ i = -1;
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+ d.schreibe( (char *)& i, 4 );
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+ // drops
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+ i = 1;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 300;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ i = 500;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ i = 30;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 2;
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+ d.schreibe( (char *)& i, 4 );
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+ float f = 1 / 18.f;
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+ for( int j = 0; j < 18; j++ )
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+ d.schreibe( (char *)& f, 4 );
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+ char c = (char)textLength( "name" );
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+ d.schreibe( &c, 1 );
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+ d.schreibe( "name", (int)c );
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+ // schalter
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+ i = 1;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 250;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ i = 10;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ c = 1;
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+ d.schreibe( &c, 1 );
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+ // schienen
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+ i = 1;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 500;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ i = 20;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 767;
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+ d.schreibe( (char *)& i, 4 );
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+ // timer
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+ i = 1;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 700;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 50;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 600;
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+ d.schreibe( (char *)& i, 4 );
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+ c = 1;
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+ d.schreibe( &c, 1 );
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+ c = 0;
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+ d.schreibe( &c, 1 );
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+ c = 1;
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+ d.schreibe( &c, 1 );
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+ i = 0xFFFF0000;
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+ d.schreibe( (char *)& i, 4 );
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+ c = (char)textLength( "spiel ende" );
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+ d.schreibe( &c, 1 );
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+ d.schreibe( "spiel ende", (int)c );
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+ // tunnel
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+ i = 1;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 500;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 50;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 30;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ i = 600;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ c = 1;
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+ d.schreibe( &c, 1 );
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+ // umlenkungen
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+ i = 1;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 300;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 50;
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+ d.schreibe( (char *)& i, 4 );
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+ i = 15;
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+ d.schreibe( (char *)& i, 4 );
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+ d.schreibe( (char *)& i, 4 );
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+ c = 2;
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+ d.schreibe( &c, 1 );
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+ i = 10;
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+ d.schreibe( (char *)& i, 4 );
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+ c = 1;
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+ d.schreibe( &c, 1 );
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+ d.schreibe( &c, 1 );
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+ // trigger
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+ i = 3;
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+ d.schreibe( (char *)& i, 4 );
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+ c = (char)textLength( "base team" );
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+ d.schreibe( &c, 1 );
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+ d.schreibe( "base team", (int)c );
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+ i = 1;
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+ d.schreibe( (char *)&i, 4 );
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+ i = 0;
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+ d.schreibe( (char *)&i, 4 );
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+ i = 1;
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+ d.schreibe( (char *)&i, 4 );
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+ i = 7; // schalter aktiviert
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+ d.schreibe( (char *)&i, 4 );
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+ // base start team change
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+ i = 10;
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+ d.schreibe( (char *)&i, 4 );
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+ c = 2;
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+ d.schreibe( &c, 1 );
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+ i = 155; // team von spieler
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+ d.schreibe( (char *)&i, 4 );
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+ c = 1;
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+ d.schreibe( &c, 1 );
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+ i = 149; // spieler zuletzt schalter aktiviert
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+ d.schreibe( (char *)&i, 4 );
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+ c = 0;
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+ d.schreibe( &c, 1 );
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+ i = 11; // zufällige base
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+ d.schreibe( (char *)&i, 4 );
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+ c = 0;
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+ d.schreibe( &c, 1 );
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+ c = (char)textLength( "spiel ende" );
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+ d.schreibe( &c, 1 );
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+ d.schreibe( "spiel ende", (int)c );
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+ i = 1;
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+ d.schreibe( (char *)&i, 4 );
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+ i = 0;
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+ d.schreibe( (char *)&i, 4 );
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+ i = 1;
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+ d.schreibe( (char *)&i, 4 );
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+ i = 19; // Timer läuft aus
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+ d.schreibe( (char *)&i, 4 );
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+ i = 123; // spiel vorbei
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+ d.schreibe( (char *)&i, 4 );
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+ c = 1;
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+ d.schreibe( &c, 1 );
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+ i = 156; // zufälliges team gewinnt :D
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+ d.schreibe( (char *)&i, 4 );
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+ c = 0;
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+ d.schreibe( &c, 1 );
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+ c = (char)textLength( "cheat" );
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+ d.schreibe( &c, 1 );
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+ d.schreibe( "cheat", (int)c );
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+ i = 1;
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+ d.schreibe( (char *)&i, 4 );
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+ i = 1;
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+ d.schreibe( (char *)&i, 4 );
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+ i = 1;
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+ d.schreibe( (char *)&i, 4 );
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+ i = 12; // key release
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+ d.schreibe( (char *)&i, 4 );
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+ i = 18; // boolean rechnung
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+ d.schreibe( (char *)&i, 4 );
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+ c = 2;
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+ d.schreibe( &c, 1 );
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+ i = 197; // konstant taste
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+ d.schreibe( (char *)&i, 4 );
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+ c = 0;
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+ d.schreibe( &c, 1 );
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+ c = 'c';
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+ d.schreibe( &c, 1 );
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+ i = 114; // konstant variable
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+ d.schreibe( (char *)&i, 4 );
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+ c = 0;
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+ d.schreibe( &c, 1 );
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+ c = (char)textLength( "Betroffene Taste" );
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+ d.schreibe( &c, 1 );
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+ d.schreibe( "Betroffene Taste", (int)c );
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+ c = 21; // ==
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+ d.schreibe( &c, 1 );
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+ i = 124; // spieler give item
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+ d.schreibe( (char *)&i, 4 );
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+ c = 3;
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+ d.schreibe( &c, 1 );
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+ i = 198; // Konstant gegenstand typ
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+ d.schreibe( (char *)&i, 4 );
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+ c = 0;
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+ d.schreibe( &c, 1 );
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+ i = 1; // pfeil
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+ d.schreibe( (char *)&i, 4 );
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+ i = 111; // konstant integer
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+ d.schreibe( (char *)&i, 4 );
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+ c = 0;
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+ d.schreibe( &c, 1 );
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+ i = 1;
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+ d.schreibe( (char *)&i, 4 );
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+ i = 114; // konstant variable
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+ d.schreibe( (char *)&i, 4 );
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+ c = 0;
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+ d.schreibe( &c, 1 );
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+ c = (char)textLength( "Ausführender Spieler" );
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+ d.schreibe( &c, 1 );
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+ d.schreibe( "Ausführender Spieler", (int)c );
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+ // variablen
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+ i = 0;
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+ d.schreibe( (char *)&i, 4 );
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+ d.close();
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+ /*int i = 0;
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+ for( int j = 0; j < 100; j++ )
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+ std::cout << i << i++ << "\n";
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+ return 0;
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//return rotationTest();
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//return rotationTest();
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return kamera2DTest();
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return kamera2DTest();
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-
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+
|
|
Datei d;
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Datei d;
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|
Datei d2;
|
|
Datei d2;
|
|
d.setDatei( "data_old.map" );
|
|
d.setDatei( "data_old.map" );
|
|
@@ -286,7 +556,7 @@ int main()
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d2.close();
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d2.close();
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getchar();
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getchar();
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return 0;
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return 0;
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-
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+
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#ifdef _DEBUG
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#ifdef _DEBUG
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_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
|
|
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
|
|
@@ -310,17 +580,7 @@ int main()
|
|
Obj o;
|
|
Obj o;
|
|
b->addMember( &o );
|
|
b->addMember( &o );
|
|
|
|
|
|
- b->update();
|
|
|
|
- RenderTh *r = new RenderTh();
|
|
|
|
- r->setBildschirm( b->getThis() );
|
|
|
|
- r->setMaxFps( 60 );
|
|
|
|
- r->beginn();
|
|
|
|
- StartNachrichtenSchleife();
|
|
|
|
- r->beenden();
|
|
|
|
- r->release();
|
|
|
|
- f->setBildschirm( 0 );
|
|
|
|
- b->release();
|
|
|
|
- f->release();
|
|
|
|
|
|
+ b->update();*/
|
|
releaseFramework();
|
|
releaseFramework();
|
|
return 0;
|
|
return 0;
|
|
}
|
|
}
|