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5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Code to render and manipulate hostages
32 //------------- Globaly used hostage variables --------------------------------
34 int N_hostage_types = 0; // Number of hostage types
35 int Hostage_vclip_num[MAX_HOSTAGE_TYPES]; // vclip num for each tpye of hostage
38 //-------------- Renders a hostage --------------------------------------------
39 void draw_hostage(object *obj)
41 draw_object_tmap_rod(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum], 1);
45 //------------- Called once when a hostage is rescued -------------------------
46 void hostage_rescue(int blah)
48 //mprintf((0, "Rescued hostage %d", hostage_number));
50 PALETTE_FLASH_ADD(0, 0, 25); //small blue flash
52 Players[Player_num].hostages_on_board++;
55 if (Newdemo_state != ND_STATE_PLAYBACK)
56 digi_play_sample(SOUND_HOSTAGE_RESCUED, F1_0);
58 HUD_init_message(TXT_HOSTAGE_RESCUED);