I can't let you get away with such lies, and since apparently nobody is going to bother looking at the actual files:Argh wrote:I did not "steal Cavedog's .h". I rebuilt it, added documentation, cut things that don't work in Spring, and generally made it worth referring to for Spring, as opposed to OTA. Whether this qualifies as "original work" is not debatable, frankly.
Argh's NanoBlobs064.sdz\Scripts\STANDARD_COMMANDS_GPL.h wrote:// Argh's Standard Commands Script
// This script is released under the terms of the GNU license.
// It may be used by anyone, for any purpose, so long as you adhere to the GNU license.
#ifndef STANDARD_COMMANDS_GPL_H_
#define STANDARD_COMMANDS_GPL_H_
//
// Vector-based special effects
//
#define SFXTYPE_VTOL 1
#define SFXTYPE_THRUST 2
#define SFXTYPE_WAKE1 3
#define SFXTYPE_WAKE2 4
#define SFXTYPE_REVERSEWAKE1 5
#define SFXTYPE_REVERSEWAKE2 6
//
// Point-based (piece origin) special effects
//
#define SFXTYPE_POINTBASED 256
#define SFXTYPE_WHITESMOKE (SFXTYPE_POINTBASED | 1)
#define SFXTYPE_BLACKSMOKE (SFXTYPE_POINTBASED | 2)
#define SFXTYPE_SUBBUBBLES 256 | 3
//
#define SHATTER 1 // The piece will shatter instead of remaining whole
#define EXPLODE_ON_HIT 2 // The piece will explode when it hits the ground
#define FALL 4 // The piece will fall due to gravity instead of just flying off
#define SMOKE 8 // A smoke trail will follow the piece through the air
#define FIRE 16 // A fire trail will follow the piece through the air
#define BITMAPONLY 32 // The piece will just show the default explosion bitmap.
//
// Bitmap Explosion Types
//
#define BITMAP_GPL 10000001
//
// Indices for set/get value
#define ACTIVATION 1 // set or get
#define STANDINGMOVEORDERS 2 // set or get
#define STANDINGFIREORDERS 3 // set or get
#define HEALTH 4 // get (0-100%)
#define INBUILDSTANCE 5 // set or get
#define BUSY 6 // set or get (used by misc. special case missions like transport ships)
#define PIECE_XZ 7 // get
#define PIECE_Y 8 // get
#define UNIT_XZ 9 // get
#define UNIT_Y 10 // get
#define UNIT_HEIGHT 11 // get
#define XZ_ATAN 12 // get atan of packed x,z coords
#define XZ_HYPOT 13 // get hypot of packed x,z coords
#define ATAN 14 // get ordinary two-parameter atan
#define HYPOT 15 // get ordinary two-parameter hypot
#define GROUND_HEIGHT 16 // get
#define BUILD_PERCENT_LEFT 17 // get 0 = unit is built and ready, 1-100 = How much is left to build
#define YARD_OPEN 18 // set or get (change which plots we occupy when building opens and closes)
#define BUGGER_OFF 19 // set or get (ask other units to clear the area)
#define ARMORED 20 // SET or GET. Turns on the Armored state.
#define IN_WATER 28 // GET only. If unit position Y less than 0, then the unit must be in water (0 Y is the water level).
#define CURRENT_SPEED 29 // SET only, if I'm reading the code right. Gives us a new speed for the next frame ONLY.
#define VETERAN_LEVEL 32 // SET or GET. Can make units super-accurate, or keep them inaccurate.
#define MAX_ID 70 // GET only. Returns maximum number of units - 1
#define MY_ID 71 // GET only. Returns ID of current unit
#define UNIT_TEAM 72 // GET only. Returns team of unit given with parameter
#define UNIT_BUILD_PERCENT_LEFT 73 // GET only. BUILD_PERCENT_LEFT, but comes with a unit parameter.
#define UNIT_ALLIED 74 // GET only. Is this unit allied to the unit of the current COB script? 1=allied, 0=not allied
#define MAX_SPEED 75 // SET only. Alters MaxVelocity for the given unit.
//
//Special Commands, custom hacks
#define GPL_SPEED_CONSTANT 512
//
#endif // STANDARD_COMMANDS_GPL_H_
Cavedog's totala1.hpi/scripts/SFXTYPE.H wrote:/*
** SFXtype.h -- Special Effects Type information for scripts
**
** Copyright 1997 Cavedog Entertainment
*/
#ifndef __SFXTYPE_H_
#define __SFXTYPE_H_
/*
Special Effect Particles referenced in the scripting language
with the command "emit-sfx". This file is included by any
scripts that use the command, as well as TAObjScr.cpp in the game,
so it can start the proper effect.
*/
// IMPORTANT: If you change these defines, copy the file to
// v:\totala\cdimage\scripts so the scripts have
// access to the proper data, and recompile them.
// Vector-based special effects
#define SFXTYPE_VTOL 0
#define SFXTYPE_THRUST 1
#define SFXTYPE_WAKE1 2
#define SFXTYPE_WAKE2 3
#define SFXTYPE_REVERSEWAKE1 4
#define SFXTYPE_REVERSEWAKE2 5
// Point-based (piece origin) special effects
#define SFXTYPE_POINTBASED 256
#define SFXTYPE_WHITESMOKE (SFXTYPE_POINTBASED | 1)
#define SFXTYPE_BLACKSMOKE (SFXTYPE_POINTBASED | 2)
#define SFXTYPE_SUBBUBBLES (SFXTYPE_POINTBASED | 3)
#endif
Zomg, you removed Cavedog's copyright and replaced it by yours, then recopied a couple get/set from Spring's changelogs. And you claim that original copyrightable works? yeah sure, no debate about that! For god's shake, what you call "added documentation" was verbatim already in CAVEDOG's version.Cavedog's totala1.hpi/scripts/EXPTYPE.H wrote:/*
** EXPtype.h -- Explosion Type information for scripts
**
** Copyright 1997 Cavedog Entertainment
*/
#ifndef EXPTYPE_H
#define EXPTYPE_H
/*
Special Effect Particles referenced in the scripting language
with the command emit-sfx. This file is included by any scripts
that use the command, as well as TAObjScr.cpp in the game, so
it can start the proper effect.
*/
/*
Exploding pieces are activated in the scripting language with
the command "explode". This file is included by any scripts
that use the command, as well as TAObjScr.cpp in the game, so
it can create the proper effect.
*/
// IMPORTANT: If you change these defines, copy the file to
// v:\totala\cdimage\scripts so the scripts have
// access to the proper data, and recompile them.
#define SHATTER 1 // The piece will shatter instead of remaining whole
#define EXPLODE_ON_HIT 2 // The piece will explode when it hits the ground
#define FALL 4 // The piece will fall due to gravity instead of just flying off
#define SMOKE 8 // A smoke trail will follow the piece through the air
#define FIRE 16 // A fire trail will follow the piece through the air
#define BITMAPONLY 32 // The piece will not fly off or shatter or anything. Only a bitmap explosion will be rendered.
// Bitmap Explosion Types (these will be changed eventually)
#define BITMAP1 256
#define BITMAP2 512
#define BITMAP3 1024
#define BITMAP4 2048
#define BITMAP5 4096
#define BITMAPNUKE 8192
#define BITMAPMASK 16128 // Mask of the possible bitmap bits
// Indices for set/get value
#define ACTIVATION 1 // set or get
#define STANDINGMOVEORDERS 2 // set or get
#define STANDINGFIREORDERS 3 // set or get
#define HEALTH 4 // get (0-100%)
#define INBUILDSTANCE 5 // set or get
#define BUSY 6 // set or get (used by misc. special case missions like transport ships)
#define PIECE_XZ 7 // get
#define PIECE_Y 8 // get
#define UNIT_XZ 9 // get
#define UNIT_Y 10 // get
#define UNIT_HEIGHT 11 // get
#define XZ_ATAN 12 // get atan of packed x,z coords
#define XZ_HYPOT 13 // get hypot of packed x,z coords
#define ATAN 14 // get ordinary two-parameter atan
#define HYPOT 15 // get ordinary two-parameter hypot
#define GROUND_HEIGHT 16 // get
#define BUILD_PERCENT_LEFT 17 // get 0 = unit is built and ready, 1-100 = How much is left to build
#define YARD_OPEN 18 // set or get (change which plots we occupy when building opens and closes)
#define BUGGER_OFF 19 // set or get (ask other units to clear the area)
#define ARMORED 20 // set or get
#endif // EXPTYPE_H
That makes me chokes, honest. I'd tempted to start counting, if I weren't afraid it'd be petty.Argh wrote:even though I give out more secrets on a regular basis than just about anybody
So you said I just dreamed that topic where you lashed at Fang for ignoring your (not even legal) GPL license?I do not care if GPL hysteria impedes the use of my code. It's not my fault that people are ignorant, and I'm not apologizing.
I respect you for having released the first consequent Spring-only mod. I reckon your were the first to make use of the custom explosion generator. I know that one large scale project you're working on, and thank you for undertaking such a huge task. But this is not going to stop me from raising concerns about your adding "G.P.L." in places it doesn't belong.You can insult my skills all you want, but that changes nothing, about what I have achieved here, and what I am going to do.
Way to completly ignore every points I raised.I'm sorry for you, and I don't know why you insist on attacking me and my motives whenever possible, [...] But I simply do not have time for you any longer, and will no longer respond to your posts. You are officially a non-person to me, which takes a lot more effort than you'd think. Good day, sir, and goodbye.
