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Usually the guard is placed in the include file itself, not in the files including it.
#ifndef textures_h#define textures_h#define CAULK -1#define VISPORTAL -2#define NODRAW -3#define TRIGGER_MULTI -4typedef struct texture{ int textureNo; //internal texture no. ...} texture;extern texture *textureMasters;#endif // _textures_h
Final easy task left by the sound of it: Getting it to play the assigned music for a level.Rest will be the "fun" stuff.
@hank morgan: It can be seen that you're an old timer because you basically write in ANSI C
[...]Jeez. I'm not that far gone yet.
@hank morgan: It can be seen that you're an old timer because you basically write in ANSI C Ugly code is not necessarily a bad thing. Usually projects can be divided into two kinds: projects with fancy pretty code, and projects that actually get finished and work. Anyhow, do yourself a favor, and look up how to use include guards because you're really doing it unnecessarily hard way.
What's wrong with ANSI C? I find it far more intuitive than C++.
I realy hope you're not right Can we at least pretend boost is an exception to your rule? Please?
I just apply that texture to a surface and with the correct parameter(deform sprite) that surface will always point at the camera.
All of the "human corpse" sprites in the game have a full set of 8 rotations in OBJART.RES, though the game always displays the same one regardless of angle. Whether this is deliberate or the result of an oversight is unknown.
I've been following your check-in notes on github. You seem to be working on this still, are you waiting on something big to update this thread with? Small updates are awesome too