[Remove] Killed my new/delete overloads in Character.h to stop KonoM from bitching at me.
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@ -21,108 +21,108 @@ class LevelGen;
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class Character {
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public:
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Character(LevelGen* mapArg);
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~Character(void);
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~Character(void);
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void LoadSprites(string filename, int wArg, int hArg);
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float GetX(void) { return x; }
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float GetY(void) { return y; }
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float GetWidth(void) { return w; }
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float GetHeight(void) { return h; }
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void SetXY(float xArg, float yArg) { x = xArg, y = yArg; }
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void SetXVelocity(float arg) { xVel = arg; }
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void SetYVelocity(float arg) { yVel = arg; }
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void LoadSprites(string filename, int wArg, int hArg);
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void SetHealth(int health) { _health = health; }
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int GetHealth(void) { return _health; }
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int GetDirectionFacing(void) { return directionFacing; }
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void SetDirectionFacing(int dir) { directionFacing = dir; }
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float GetX(void) { return x; }
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float GetY(void) { return y; }
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float GetWidth(void) { return w; }
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float GetHeight(void) { return h; }
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void AddSpeachBubble(string text);
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void SetXY(float xArg, float yArg) { x = xArg, y = yArg; }
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void SetXVelocity(float arg) { xVel = arg; }
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void SetYVelocity(float arg) { yVel = arg; }
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void Render(void);
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void Update(void);
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void SetHealth(int health) { _health = health; }
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int GetHealth(void) { return _health; }
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void OnAttack(void);
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int GetDirectionFacing(void) { return directionFacing; }
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void SetDirectionFacing(int dir) { directionFacing = dir; }
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inline void* operator new(size_t size) {
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return gMemManager.Allocate(size);
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}
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void AddSpeachBubble(string text);
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inline void operator delete(void* object) {
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gMemManager.Free(object);
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}
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void Render(void);
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void Update(void);
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inline void* operator new [](size_t size) {
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return gMemManager.Allocate(size);
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}
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void OnAttack(void);
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inline void operator delete [](void* object) {
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gMemManager.Free(object);
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}
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// inline void* operator new(size_t size) {
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// return gMemManager.Allocate(size);
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// }
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//
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// inline void operator delete(void* object) {
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// gMemManager.Free(object);
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// }
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//
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// inline void* operator new [](size_t size) {
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// return gMemManager.Allocate(size);
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// }
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//
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// inline void operator delete [](void* object) {
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// gMemManager.Free(object);
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// }
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static const int FACING_UP = 0;
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static const int FACING_RIGHT = 1;
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static const int FACING_DOWN = 2;
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static const int FACING_LEFT = 3;
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static const int FACING_UP = 0;
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static const int FACING_RIGHT = 1;
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static const int FACING_DOWN = 2;
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static const int FACING_LEFT = 3;
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protected:
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void Move(void);
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bool CheckTileCollisions(void);
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bool CheckEntityCollisions(void);
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bool CheckCharacterCollisions(void);
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float x;
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float y;
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float w;
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float h;
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float xVel;
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float yVel;
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int tileX;
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int tileY;
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Timer attackTimer;
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bool attacking;
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void Move(void);
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bool CheckTileCollisions(void);
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bool CheckEntityCollisions(void);
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bool CheckCharacterCollisions(void);
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float x;
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float y;
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float w;
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float h;
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float xVel;
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float yVel;
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int tileX;
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int tileY;
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Timer attackTimer;
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bool attacking;
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int _health;
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int _health;
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LevelGen* map;
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static const float CHARACTER_SPEED;
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int directionFacing;
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static const int ANIM_LEFT_FOOT = 0;
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static const int ANIM_NO_FOOT = 1;
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static const int ANIM_RIGHT_FOOT = 2;
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static const int ANIM_ATTACK = 3;
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Bar _healthBar;
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Timer _healthBarDuration;
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bool _showHealthBar;
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static const float CHARACTER_SPEED;
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int directionFacing;
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static const int ANIM_LEFT_FOOT = 0;
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static const int ANIM_NO_FOOT = 1;
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static const int ANIM_RIGHT_FOOT = 2;
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static const int ANIM_ATTACK = 3;
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Bar _healthBar;
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Timer _healthBarDuration;
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bool _showHealthBar;
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private:
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static const int ANIMATION_SPEED = 200;
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static const int ATTACKING_DISPLAY_LEN = 150;
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static const int ANIMATION_SPEED = 200;
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static const int ATTACKING_DISPLAY_LEN = 150;
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static const int SPEACH_BUBBLE_DISPLAY_LENGTH = 6000;
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SDL_Surface* _texture;
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// [direction][action]
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SDL_Rect _sprites[4][4];
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Timer _animationTimer;
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int _animationStage;
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bool _leftFoot;
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static const int SPEACH_BUBBLE_DISPLAY_LENGTH = 6000;
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list<string> _speachBubble;
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list<string>::iterator _speachBubbleIter;
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Timer _speachBubbleTimer;
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Text _speachBubbleText;
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SDL_Surface* _texture;
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// [direction][action]
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SDL_Rect _sprites[4][4];
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Timer _animationTimer;
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int _animationStage;
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bool _leftFoot;
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list<string> _speachBubble;
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list<string>::iterator _speachBubbleIter;
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Timer _speachBubbleTimer;
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Text _speachBubbleText;
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};
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