#define NUM_GAME_BUTTONS 6
/* forward declaration for internal use */
+static void CloseAllOpenTimegates(void);
static void CheckGravityMovement(struct PlayerInfo *);
-static void KillHeroUnlessForceField(struct PlayerInfo *);
+static void KillHeroUnlessShield(struct PlayerInfo *);
static void MapGameButtons();
static void HandleGameButtons(struct GadgetInfo *);
case EL_LIGHT_SWITCH_ON:
if (init_game)
- game.light_time_left = 10 * FRAMES_PER_SECOND;
+ game.light_time_left = level.time_light * FRAMES_PER_SECOND;
break;
default:
player->last_jx = player->last_jy = 0;
player->jx = player->jy = 0;
- player->force_field_passive_time_left = 0;
- player->force_field_active_time_left = 0;
+ player->shield_passive_time_left = 0;
+ player->shield_active_time_left = 0;
DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
AllPlayersGone = FALSE;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
- game.switchgate_pos = 0;
game.light_time_left = 0;
+ game.timegate_time_left = 0;
+ game.switchgate_pos = 0;
+
for (i=0; i<4; i++)
{
game.belt_dir[i] = MV_NO_MOVING;
DrawAllPlayers();
FadeToFront();
+ /* after drawing the level, corect some elements */
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+
if (setup.soft_scrolling)
XCopyArea(display, fieldbuffer, backbuffer, gc,
FX, FY, SXSIZE, SYSIZE, SX, SY);
if (IS_MASSIVE(element) || element == EL_BURNING)
continue;
- if (IS_PLAYER(x, y) && FORCE_FIELD_ON(PLAYERINFO(x, y)))
+ if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
{
if (IS_ACTIVE_BOMB(element))
{
if (element == EL_EXPLODING)
element = Store2[x][y];
- if (IS_PLAYER(ex, ey) && !FORCE_FIELD_ON(PLAYERINFO(ex, ey)))
+ if (IS_PLAYER(ex, ey) && !SHIELD_ON(PLAYERINFO(ex, ey)))
{
switch(StorePlayer[ex][ey])
{
int element = Store2[x][y];
if (IS_PLAYER(x, y))
- KillHeroUnlessForceField(PLAYERINFO(x, y));
+ KillHeroUnlessShield(PLAYERINFO(x, y));
else if (IS_EXPLOSIVE(element))
{
Feld[x][y] = Store2[x][y];
}
}
-static void ToggleLightSwitch(int x, int y)
+static void RedrawAllLightSwitchesAndInvisibleElements()
{
- int element = Feld[x][y];
- int xx, yy;
-
- game.light_time_left =
- (element == EL_LIGHT_SWITCH_OFF ? 10 * FRAMES_PER_SECOND : 0);
+ int x, y;
- for (yy=0; yy<lev_fieldy; yy++)
+ for (y=0; y<lev_fieldy; y++)
{
- for (xx=0; xx<lev_fieldx; xx++)
+ for (x=0; x<lev_fieldx; x++)
{
- int element = Feld[xx][yy];
+ int element = Feld[x][y];
if (element == EL_LIGHT_SWITCH_OFF &&
game.light_time_left > 0)
{
- Feld[xx][yy] = EL_LIGHT_SWITCH_ON;
- DrawLevelField(xx, yy);
+ Feld[x][y] = EL_LIGHT_SWITCH_ON;
+ DrawLevelField(x, y);
}
else if (element == EL_LIGHT_SWITCH_ON &&
game.light_time_left == 0)
{
- Feld[xx][yy] = EL_LIGHT_SWITCH_OFF;
- DrawLevelField(xx, yy);
+ Feld[x][y] = EL_LIGHT_SWITCH_OFF;
+ DrawLevelField(x, y);
}
if (element == EL_INVISIBLE_STEEL ||
element == EL_UNSICHTBAR ||
element == EL_SAND_INVISIBLE)
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+static void ToggleLightSwitch(int x, int y)
+{
+ int element = Feld[x][y];
+
+ game.light_time_left =
+ (element == EL_LIGHT_SWITCH_OFF ?
+ level.time_light * FRAMES_PER_SECOND : 0);
+
+ RedrawAllLightSwitchesAndInvisibleElements();
+}
+
+static void ActivateTimegateSwitch(int x, int y)
+{
+ int xx, yy;
+
+ game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
+
+ for (yy=0; yy<lev_fieldy; yy++)
+ {
+ for (xx=0; xx<lev_fieldx; xx++)
+ {
+ int element = Feld[xx][yy];
+
+ if (element == EL_TIMEGATE_CLOSED ||
+ element == EL_TIMEGATE_CLOSING)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_OPENING;
+ PlaySoundLevel(xx, yy, SND_OEFFNEN);
+ }
+
+ /*
+ else if (element == EL_TIMEGATE_SWITCH_ON)
+ {
+ Feld[xx][yy] = EL_TIMEGATE_SWITCH_OFF;
DrawLevelField(xx, yy);
+ }
+ */
+
}
}
+
+ Feld[x][y] = EL_TIMEGATE_SWITCH_ON;
}
void Impact(int x, int y)
if (element == EL_TROPFEN && (lastline || object_hit)) /* acid drop */
{
if (object_hit && IS_PLAYER(x, y+1))
- KillHeroUnlessForceField(PLAYERINFO(x, y+1));
+ KillHeroUnlessShield(PLAYERINFO(x, y+1));
else if (object_hit && smashed == EL_PINGUIN)
Bang(x, y+1);
else
if (IS_PLAYER(x, y+1))
{
- KillHeroUnlessForceField(PLAYERINFO(x, y+1));
+ KillHeroUnlessShield(PLAYERINFO(x, y+1));
return;
}
else if (smashed == EL_PINGUIN)
Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
if (IS_ENEMY(element) && IS_PLAYER(newx, newy) &&
- !FORCE_FIELD_ON(PLAYERINFO(newx, newy)))
+ !SHIELD_ON(PLAYERINFO(newx, newy)))
{
#if 1
ZX = ZY = -1;
}
+void TimegateWheel(int x, int y)
+{
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ MovDelay[x][y]--;
+ if (MovDelay[x][y])
+ {
+ if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y),
+ GFX_TIMEGATE_SWITCH + MovDelay[x][y]%4);
+ if (!(MovDelay[x][y]%4))
+ PlaySoundLevel(x, y, SND_MIEP);
+ return;
+ }
+ }
+
+ Feld[x][y] = EL_TIMEGATE_SWITCH_OFF;
+ DrawLevelField(x, y);
+ if (ZX == x && ZY == y)
+ ZX = ZY = -1;
+}
+
void Birne(int x, int y)
{
if (!MovDelay[x][y]) /* next animation frame */
}
}
+void OpenTimegate(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 5 * delay;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = MovDelay[x][y] / delay;
+ if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_OPEN - phase);
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_TIMEGATE_OPEN;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+void CloseTimegate(int x, int y)
+{
+ int delay = 6;
+
+ if (!MovDelay[x][y]) /* next animation frame */
+ MovDelay[x][y] = 5 * delay;
+
+ if (MovDelay[x][y]) /* wait some time before next frame */
+ {
+ int phase;
+
+ MovDelay[x][y]--;
+ phase = MovDelay[x][y] / delay;
+ if (!(MovDelay[x][y] % delay) && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
+ DrawGraphic(SCREENX(x), SCREENY(y), GFX_TIMEGATE_CLOSED + phase);
+
+ if (!MovDelay[x][y])
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSED;
+ DrawLevelField(x, y);
+ }
+ }
+}
+
+static void CloseAllOpenTimegates()
+{
+ int x, y;
+
+ for (y=0; y<lev_fieldy; y++)
+ {
+ for (x=0; x<lev_fieldx; x++)
+ {
+ int element = Feld[x][y];
+
+ if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
+ {
+ Feld[x][y] = EL_TIMEGATE_CLOSING;
+ PlaySoundLevel(x, y, SND_OEFFNEN);
+ }
+ }
+ }
+}
+
void EdelsteinFunkeln(int x, int y)
{
if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
Life(x, y);
else if (element == EL_ABLENK_EIN)
Ablenk(x, y);
+ else if (element == EL_TIMEGATE_SWITCH_ON)
+ TimegateWheel(x, y);
else if (element == EL_SALZSAEURE)
Blubber(x, y);
else if (element == EL_BLURB_LEFT || element == EL_BLURB_RIGHT)
OpenSwitchgate(x, y);
else if (element == EL_SWITCHGATE_CLOSING)
CloseSwitchgate(x, y);
+ else if (element == EL_TIMEGATE_OPENING)
+ OpenTimegate(x, y);
+ else if (element == EL_TIMEGATE_CLOSING)
+ CloseTimegate(x, y);
else if (element == EL_EXTRA_TIME)
DrawGraphicAnimation(x, y, GFX_EXTRA_TIME, 6, 4, ANIM_NORMAL);
- else if (element == EL_FORCE_FIELD_PASSIVE)
- DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_PASSIVE, 6, 4, ANIM_NORMAL);
- else if (element == EL_FORCE_FIELD_ACTIVE)
- DrawGraphicAnimation(x, y, GFX_FORCE_FIELD_ACTIVE, 6, 4, ANIM_NORMAL);
+ else if (element == EL_SHIELD_PASSIVE)
+ DrawGraphicAnimation(x, y, GFX_SHIELD_PASSIVE, 6, 4, ANIM_NORMAL);
+ else if (element == EL_SHIELD_ACTIVE)
+ DrawGraphicAnimation(x, y, GFX_SHIELD_ACTIVE, 6, 4, ANIM_NORMAL);
if (game.magic_wall_active)
{
}
}
+ if (game.timegate_time_left > 0)
+ {
+ game.timegate_time_left--;
+
+ if (game.timegate_time_left == 0)
+ CloseAllOpenTimegates();
+ }
+
if (TimeFrames >= (1000 / GameFrameDelay))
{
TimeFrames = 0;
for (i=0; i<MAX_PLAYERS; i++)
{
- if (FORCE_FIELD_ON(&stored_player[i]))
+ if (SHIELD_ON(&stored_player[i]))
{
- stored_player[i].force_field_passive_time_left--;
+ stored_player[i].shield_passive_time_left--;
- if (stored_player[i].force_field_active_time_left > 0)
- stored_player[i].force_field_active_time_left--;
+ if (stored_player[i].shield_active_time_left > 0)
+ stored_player[i].shield_active_time_left--;
}
}
#if 1
TestIfBadThingHitsHero(new_jx, new_jy);
#else
- if (player->force_field_time_left == 0)
+ if (player->shield_time_left == 0)
KillHero(player);
#endif
}
{
struct PlayerInfo *player = PLAYERINFO(goodx, goody);
- if (player->force_field_active_time_left > 0)
+ if (player->shield_active_time_left > 0)
Bang(killx, killy);
- else if (player->force_field_passive_time_left == 0)
+ else if (player->shield_passive_time_left == 0)
KillHero(player);
}
else
{
struct PlayerInfo *player = PLAYERINFO(killx, killy);
- if (player->force_field_active_time_left > 0)
+ if (player->shield_active_time_left > 0)
Bang(badx, bady);
- else if (player->force_field_passive_time_left == 0)
+ else if (player->shield_passive_time_left == 0)
KillHero(player);
}
else
if (IS_PFORTE(Feld[jx][jy]))
Feld[jx][jy] = EL_LEERRAUM;
- /* deactivate force field (else Bang()/Explode() would not work right) */
- player->force_field_passive_time_left = 0;
- player->force_field_active_time_left = 0;
+ /* deactivate shield (else Bang()/Explode() would not work right) */
+ player->shield_passive_time_left = 0;
+ player->shield_active_time_left = 0;
Bang(jx, jy);
BuryHero(player);
}
-static void KillHeroUnlessForceField(struct PlayerInfo *player)
+static void KillHeroUnlessShield(struct PlayerInfo *player)
{
- if (!FORCE_FIELD_ON(player))
+ if (!SHIELD_ON(player))
KillHero(player);
}
PlaySoundStereo(SND_GONG, PSND_MAX_RIGHT);
break;
- case EL_FORCE_FIELD_PASSIVE:
+ case EL_SHIELD_PASSIVE:
RemoveField(x, y);
- player->force_field_passive_time_left += 10;
+ player->shield_passive_time_left += 10;
PlaySoundLevel(x, y, SND_PONG);
break;
- case EL_FORCE_FIELD_ACTIVE:
+ case EL_SHIELD_ACTIVE:
RemoveField(x, y);
- player->force_field_passive_time_left += 10;
- player->force_field_active_time_left += 10;
+ player->shield_passive_time_left += 10;
+ player->shield_active_time_left += 10;
PlaySoundLevel(x, y, SND_PONG);
break;
return MF_ACTION;
break;
+ case EL_TIMEGATE_SWITCH_OFF:
+ ActivateTimegateSwitch(x, y);
+
+ return MF_ACTION;
+ break;
+
case EL_SP_EXIT:
if (local_player->gems_still_needed > 0)
return MF_NO_ACTION;
break;
case EL_SWITCHGATE_OPEN:
+ case EL_TIMEGATE_OPEN:
if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy))
return MF_NO_ACTION;
#define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing &&!(x).pausing)
#define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_SPIELER1])
-#define FORCE_FIELD_ON(p) ((p)->force_field_passive_time_left > 0)
+#define SHIELD_ON(p) ((p)->shield_passive_time_left > 0)
/* Pixmaps with graphic file */
#define PIX_BACK 0
int key[4];
int dynamite;
int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
- int force_field_passive_time_left;
- int force_field_active_time_left;
+ int shield_passive_time_left;
+ int shield_active_time_left;
};
struct LevelInfo
int amoeba_content;
int time_magic_wall;
int time_wheel;
+ int time_light;
+ int time_timegate;
boolean double_speed;
boolean gravity;
};
int yam_content_nr;
boolean magic_wall_active;
int magic_wall_time_left;
+ int light_time_left;
+ int timegate_time_left;
int belt_dir[4];
int belt_dir_nr[4];
int switchgate_pos;
- int light_time_left;
};
struct GlobalInfo
#define EL_DOOR_WHITE 260
#define EL_DOOR_WHITE_GRAY 261
#define EL_KEY_WHITE 262
-#define EL_FORCE_FIELD_PASSIVE 263
+#define EL_SHIELD_PASSIVE 263
#define EL_EXTRA_TIME 264
#define EL_SWITCHGATE_OPEN 265
#define EL_SWITCHGATE_CLOSED 266
#define EL_SWITCHGATE_SWITCH_1 267
#define EL_SWITCHGATE_SWITCH_2 268
-#define EL_TIME_GATE 269
-#define EL_TIME_GATE_WHEEL 270
+
+#define EL_UNUSED_269 269
+#define EL_UNUSED_270 270
+
#define EL_BELT1_LEFT 271
#define EL_BELT1_MIDDLE 272
#define EL_BELT1_RIGHT 273
#define EL_UNUSED_319 319
#define EL_UNUSED_320 320
-#define EL_FORCE_FIELD_ACTIVE 321
+#define EL_SHIELD_ACTIVE 321
+#define EL_TIMEGATE_OPEN 322
+#define EL_TIMEGATE_CLOSED 323
+#define EL_TIMEGATE_SWITCH_ON 324
+#define EL_TIMEGATE_SWITCH_OFF 325
/* "real" (and therefore drawable) runtime elements */
#define EL_SIEB_LEER 500
#define EL_DYNABOMB_ACTIVE_4 516
#define EL_SWITCHGATE_OPENING 517
#define EL_SWITCHGATE_CLOSING 518
+#define EL_TIMEGATE_OPENING 519
+#define EL_TIMEGATE_CLOSING 520
/* "unreal" (and therefore not drawable) runtime elements */
#define EL_BLOCKED 600
#define GFX_SPIELER4_PUSH_LEFT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 4)
#define GFX_MAUER_DOWN (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 0)
#define GFX_MAUER_UP (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 3)
+#define GFX2_SHIELD_PASSIVE (GFX_START_ROCKSHEROES +14*HEROES_PER_LINE + 1)
+#define GFX2_SHIELD_ACTIVE (GFX_START_ROCKSHEROES +14*HEROES_PER_LINE + 5)
#define GFX_SONDE_START (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 8)
#define GFX_SCHWEIN_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 8)
#define GFX_DRACHE_UP (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE +12)
#define GFX_DRACHE_LEFT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 8)
#define GFX_DRACHE_RIGHT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE +12)
+/*
#define GFX_MOLE_DOWN (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 8)
#define GFX_MOLE_UP (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE +12)
#define GFX_MOLE_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 8)
#define GFX_MOLE_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE +12)
+*/
#define GFX_PINGUIN_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 8)
#define GFX_PINGUIN_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE +12)
#define GFX_PINGUIN_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 8)
#define GFX_PINGUIN_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE +12)
#define GFX_BLURB_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 8)
#define GFX_BLURB_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE +12)
-#define GFX_FUNKELN_BLAU (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 8)
-#define GFX_FUNKELN_WEISS (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE +12)
+#define GFX_FUNKELN_BLAU (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 9)
+#define GFX_FUNKELN_WEISS (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE +13)
#define GFX_FLAMMEN_LEFT (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 8)
#define GFX_FLAMMEN_RIGHT (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 8)
#define GFX_FLAMMEN_UP (GFX_START_ROCKSHEROES +14*HEROES_PER_LINE + 8)
#define GFX_BELT3_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 2)
#define GFX_BELT4_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 3)
-#define GFX_SWITCHGATE_OPEN (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 4)
-#define GFX_SWITCHGATE_CLOSED (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 0)
#define GFX_SWITCHGATE_SWITCH_1 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 4)
#define GFX_SWITCHGATE_SWITCH_2 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 5)
#define GFX_LIGHT_SWITCH_OFF (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 6)
#define GFX_LIGHT_SWITCH_ON (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 7)
+#define GFX_TIMEGATE_SWITCH (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 0)
#define GFX_ENVELOPE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 4)
#define GFX_SIGN_EXCLAMATION (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 5)
#define GFX_STEEL_SLANTED (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 5)
#define GFX_EXTRA_TIME (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 8)
-#define GFX_FORCE_FIELD_PASSIVE (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 8)
-#define GFX_FORCE_FIELD_ACTIVE (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 8)
+#define GFX_SHIELD_ACTIVE (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 8)
+#define GFX_SHIELD_PASSIVE (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 8)
+#define GFX_MOLE_DOWN (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 8)
+#define GFX_MOLE_UP (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 12)
+#define GFX_MOLE_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 8)
+#define GFX_MOLE_RIGHT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 12)
+#define GFX_SWITCHGATE_CLOSED (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 8)
+#define GFX_SWITCHGATE_OPEN (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 12)
+#define GFX_TIMEGATE_CLOSED (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 8)
+#define GFX_TIMEGATE_OPEN (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 12)
/* graphics from "RocksFont" */
#define GFX_CHAR_START (GFX_START_ROCKSFONT)
#define GFX_DOOR_WHITE GFX_CHAR_FRAGE
#define GFX_DOOR_WHITE_GRAY GFX_CHAR_FRAGE
#define GFX_KEY_WHITE GFX_CHAR_FRAGE
-#define GFX_TIME_GATE GFX_CHAR_FRAGE
-#define GFX_TIME_GATE_WHEEL GFX_CHAR_FRAGE
#define GFX_SIGN_RADIOACTIVITY GFX_CHAR_FRAGE
#define GFX_SIGN_WHEELCHAIR GFX_CHAR_FRAGE
#define GFX_SIGN_PARKING GFX_CHAR_FRAGE