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Darkel fixes
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@ -30,9 +30,9 @@ int8 CDarkel::InterruptedWeapon;
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* makes game handle sounds & messages instead of SCM (just like in GTA2)
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* but it's never been used in the game. Has unused sliding text when frenzy completed etc.
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*/
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int8 CDarkel::bStandardSoundAndMessages;
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int8 CDarkel::bNeedHeadShot;
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int8 CDarkel::bProperKillFrenzy;
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bool CDarkel::bStandardSoundAndMessages;
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bool CDarkel::bNeedHeadShot;
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bool CDarkel::bProperKillFrenzy;
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uint16 CDarkel::Status;
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uint16 CDarkel::RegisteredKills[NUM_DEFAULT_MODELS];
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int32 CDarkel::ModelToKill;
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@ -108,9 +108,15 @@ CDarkel::DrawMessages()
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sprintf(gString, "%d", (CDarkel::KillsNeeded >= 0 ? CDarkel::KillsNeeded : 0));
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AsciiToUnicode(gString, gUString);
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CFont::SetColor(CRGBA(0, 0, 0, 255));
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(35.0f), SCREEN_SCALE_Y(144.0f), gUString);
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#ifdef FIX_BUGS
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#define DARKEL_COUNTER_HEIGHT 143.0f
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#else
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#define DARKEL_COUNTER_HEIGHT 128.0f
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#endif
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(35.0f), SCREEN_SCALE_Y(DARKEL_COUNTER_HEIGHT + 1.0f), gUString);
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CFont::SetColor(CRGBA(255, 128, 128, 255));
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(34.0f), SCREEN_SCALE_Y(143.0f), gUString);
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(34.0f), SCREEN_SCALE_Y(DARKEL_COUNTER_HEIGHT), gUString);
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#undef DARKEL_COUNTER_HEIGHT
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break;
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}
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case KILLFRENZY_PASSED:
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@ -24,9 +24,9 @@ private:
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static int32 AmmoInterruptedWeapon;
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static int32 KillsNeeded;
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static int8 InterruptedWeapon;
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static int8 bStandardSoundAndMessages;
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static int8 bNeedHeadShot;
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static int8 bProperKillFrenzy;
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static bool bStandardSoundAndMessages;
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static bool bNeedHeadShot;
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static bool bProperKillFrenzy;
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static uint16 Status;
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static uint16 RegisteredKills[NUM_DEFAULT_MODELS];
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static int32 ModelToKill;
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