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Author SHA1 Message Date
1babfcf1ac chat history browsing by Filtik
5e9378ad5e
2021-03-13 20:47:40 -08:00
f5c2078649 Merge branch 'rarified/unify-line-endings' 2021-02-27 12:05:02 -07:00
d7a68f326c Renormalize line endings on entire repository to <LF> (for files in repository).
.gitattributes will alter text endings depending on platform with "text=auto"
2021-02-27 12:03:48 -07:00
4331076744 Merge branch 'master' into rarified/unify-line-endings
Bring unify-line-endings into sync with master.
2021-02-27 12:02:33 -07:00
e6a998d910 Clean up repository inconsistency with line endings for these files.
(repeated from master after .gitattributes change)
2021-02-27 12:01:51 -07:00
b25f2d9fde Clean up repository inconsistency with line endings for these files. 2021-02-27 11:59:30 -07:00
3759 changed files with 5775 additions and 9454 deletions

81
.gitattributes vendored Normal file
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# .gitattributes snippet to force users to use same line endings for project.
#
# Handle line endings automatically for files detected as text
# and leave all files detected as binary untouched.
* text=auto
#
# The above will handle all files NOT found below
# https://help.github.com/articles/dealing-with-line-endings/
# https://github.com/Danimoth/gitattributes/blob/master/Web.gitattributes
# These files are text and should be normalized (Convert crlf => lf)
*.php text
*.css text
*.js text
*.json text
*.htm text
*.html text
*.xml text
*.txt text
*.ini text
*.inc text
*.pl text
*.rb text
*.py text
*.scm text
*.sql text
.htaccess text
*.sh text
# These files are binary and should be left untouched
# (binary is a macro for -text -diff)
*.7z binary
*.bin binary
*.bmp binary
*.bsc binary
*.chi binary
*.chm binary
*.dat binary
*.db binary
*.db-wal binary
*.dll binary
*.efx binary
*.exe binary
*.exp binary
*.fla binary
*.flv binary
*.gif binary
*.gz binary
*.ico binary
*.idb binary
*.ilk binary
*.iobj binary
*.ipdb binary
*.jpeg binary
*.jpg binary
*.lib binary
*.mov binary
*.mp3 binary
*.mp4 binary
*.mui binary
*.ncb binary
*.obj binary
*.ogg binary
*.pdf binary
*.png binary
*.ppm binary
*.props binary
*.pyc binary
*.pyd binary
*.rs binary
*.sdf binary
*.swf binary
*.ttf binary
*.user binary
*.v10 binary
*.vc6 binary
*.wav binary
*.zip binary

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.gitignore vendored
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build/*

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project(Plasma)
cmake_minimum_required(VERSION 2.8)
set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake")
# Find all 3rd-party libraries that are required
find_package(OpenSSL REQUIRED)
find_package(OpenAL REQUIRED)
find_package(PythonLibs REQUIRED)
find_package(EXPAT REQUIRED)
find_package(ZLIB REQUIRED)
find_package(PHYSX REQUIRED) #TODO: Not required if we aren't building the client
find_package(Ogg REQUIRED) #TODO: Not required if we aren't building the client
find_package(Vorbis REQUIRED) #TODO: Not required if we aren't building the client
find_package(Speex REQUIRED) #TODO: Not required if we aren't building the client
#find_package(BINK REQUIRED) #TODO: Find Bink, but don't require it if plPipeline isn't built...
# Or better yet, just eliminate bink altogether
option(EXTERNAL_RELEASE "Is this release intended for the general public?" OFF)
#TODO: Don't hard code this
add_definitions(-DBUILD_TYPE=BUILD_TYPE_LIVE)
if(EXTERNAL_RELEASE)
add_definitions(-DPLASMA_EXTERNAL_RELEASE)
endif(EXTERNAL_RELEASE)
set(PLASMA_TARGETS Client
CACHE STRING "Which set of plasma targets to build and use")
set_property(CACHE PLASMA_TARGETS PROPERTY STRINGS
"Client" "Server" "Patcher" "Ethereal" "NoAvMsgs")
if(PLASMA_TARGETS STREQUAL "Patcher")
add_definitions(-DPATCHER)
endif(PLASMA_TARGETS STREQUAL "Patcher")
if(PLASMA_TARGETS STREQUAL "Server")
add_definitions(-DSERVER)
endif(PLASMA_TARGETS STREQUAL "Server")
if(PLASMA_TARGETS STREQUAL "NoAvMsgs")
add_definitions(-DNO_AV_MSGS)
endif(PLASMA_TARGETS STREQUAL "NoAvMsgs")
if(PLASMA_TARGETS STREQUAL "Ethereal")
add_definitions(-DSTREAM_LOGGER)
endif(PLASMA_TARGETS STREQUAL "Ethereal")
if(MSVC)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
add_definitions(-D_SCL_SECURE_NO_WARNINGS)
endif(MSVC)
add_subdirectory(Sources/Plasma)
# add_subdirectory(Sources/Tools)

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<META HTTP-EQUIV="Content-Type" CONTENT="text/html;charset=iso-8859-1">
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META content="text/html; charset=iso-8859-1" http-equiv=Content-Type>
<META content="MSHTML 5.00.3103.1000" name=GENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=#fffbf0>
<DIV><FONT face=Arial size=2>
<H4><A name=_dx_sound_cones_dxaudio></A>Sound Cones</H4>
<P>A sound with no orientation has the same amplitude at a given distance in all
directions. A sound with an orientation is loudest in the direction of
orientation. The model that describes the loudness of the oriented sound is
called a sound cone. Sound cones are made up of an inside (or inner) cone and an
outside (or outer) cone. </P>
<P>At any angle within the inner cone, the volume of the sound is just what it
would be if there were no cone, after taking into account the basic volume of
the buffer, the distance from the listener, the listener's orientation, and so
on. </P>
<P>At any angle outside the outer cone, the normal volume is attenuated by a
factor set by the application. The outside cone volume is expressed in
hundredths of decibels and is a negative value, because it represents
attenuation from the default volume of 0.</P>
<P>Between the inner and outer cones is a zone of transition from the inside
volume to the outside volume. The volume decreases as the angle increases.</P>
<P>The following illustration shows the concept of sound cones.</P>
<P><IMG alt="" border=0
src="http://www.msdn.microsoft.com/library/psdk/directx/dx8_c/hh/directx8_c/images/soundcon.gif"></P>
<P>Every 3-D sound buffer has a sound cone, but by default a buffer behaves like
an omnidirectional sound source, because the outside volume is not attenuated,
and the inside and outside cone angles are 360 degrees. Unless the application
changes these values, the sound does not have any apparent orientation.</P>
<P>Designing sound cones properly can add dramatic effects to your application.
For example, you could position a sound source in the center of a room, setting
its orientation toward an open door in a hallway. Then set the angle of the
inside cone so that it extends to the width of the doorway, make the outside
cone a bit wider, and set the outside cone volume to inaudible. A listener
moving along the hallway will begin to hear the sound only when near the
doorway, and the sound will be loudest as the listener passes in front of the
open door.</P></FONT></DIV></BODY></HTML>
<META HTTP-EQUIV="Content-Type" CONTENT="text/html;charset=iso-8859-1">
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META content="text/html; charset=iso-8859-1" http-equiv=Content-Type>
<META content="MSHTML 5.00.3103.1000" name=GENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=#fffbf0>
<DIV><FONT face=Arial size=2>
<H4><A name=_dx_sound_cones_dxaudio></A>Sound Cones</H4>
<P>A sound with no orientation has the same amplitude at a given distance in all
directions. A sound with an orientation is loudest in the direction of
orientation. The model that describes the loudness of the oriented sound is
called a sound cone. Sound cones are made up of an inside (or inner) cone and an
outside (or outer) cone. </P>
<P>At any angle within the inner cone, the volume of the sound is just what it
would be if there were no cone, after taking into account the basic volume of
the buffer, the distance from the listener, the listener's orientation, and so
on. </P>
<P>At any angle outside the outer cone, the normal volume is attenuated by a
factor set by the application. The outside cone volume is expressed in
hundredths of decibels and is a negative value, because it represents
attenuation from the default volume of 0.</P>
<P>Between the inner and outer cones is a zone of transition from the inside
volume to the outside volume. The volume decreases as the angle increases.</P>
<P>The following illustration shows the concept of sound cones.</P>
<P><IMG alt="" border=0
src="http://www.msdn.microsoft.com/library/psdk/directx/dx8_c/hh/directx8_c/images/soundcon.gif"></P>
<P>Every 3-D sound buffer has a sound cone, but by default a buffer behaves like
an omnidirectional sound source, because the outside volume is not attenuated,
and the inside and outside cone angles are 360 degrees. Unless the application
changes these values, the sound does not have any apparent orientation.</P>
<P>Designing sound cones properly can add dramatic effects to your application.
For example, you could position a sound source in the center of a room, setting
its orientation toward an open door in a hallway. Then set the angle of the
inside cone so that it extends to the width of the doorway, make the outside
cone a bit wider, and set the outside cone volume to inaudible. A listener
moving along the hallway will begin to hear the sound only when near the
doorway, and the sound will be loudest as the listener passes in front of the
open door.</P></FONT></DIV></BODY></HTML>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug_Internal|Win32">

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