debian/0000755000000000000000000000000012152342046007165 5ustar debian/transcend.60000644000000000000000000000002512152341403011226 0ustar .so man6/Transcend.6 debian/source/0000755000000000000000000000000012152341403010461 5ustar debian/source/format0000644000000000000000000000001412152341403011667 0ustar 3.0 (quilt) debian/dirs0000644000000000000000000000004412152341403010043 0ustar usr/games usr/share/games/transcend debian/Transcend.60000644000000000000000000001412612152341403011175 0ustar .\" .ig .\" Transcend manual page. .\" .\" Miriam Ruiz , 2005. .\" .\" This next line loads the www macro package so that the .URL macro can be used. .\" .. .mso www.tmac .TH "Transcend" "6" "17 October 2005" "Miriam Ruiz" "Games" .SH "NAME" . Transcend \- retro\-style, abstract, 2D shooter . .SH "SYNOPSIS" . .B transcend . .SH "DESCRIPTION" . Transcend can best be described as retro\-style, abstract, 2D shooter. The graphics are geometrical, and the pace is sometimes frenzied. Two features set Transcend apart from other games. First, its dynamic graphical engine, which can smoothly morph from one complex shape to another, produces striking displays. Combining these dynamic shapes with subtle randomizations makes each play through a Transcend level visually different from the last. The second novel feature is Transcend's musical power\-up system. As you play through a level, you are simultaneously assembling an abstract visual collage and arranging a unique piece of music. Transcend merges video games with pure art\-\-\-it can be viewed either as a game or as a multimedia sculpture. .SH "USAGE" . How to play Transcend Preparation: Stereo headphones or speakers with good stereo separation are highly recommended. The music generated by Transcend is in stereo, and how you interact with Transcend affects stereo positioning in the music. Transcend is playable on a monophonic sound system, but many subtle sound features will be missed. .P Basic Keyboard Controls: Arrow keys: direct your glyph around the plane Space bar: fire projectiles D key: pick up or drop an Element P key: pause the game Q key: quit Advanced Keyboard Controls: S key: slide your glyph to the left F key: slide your glyph to the right .P Quick instructions: To win a level, you must destroy the major anti\-glyph. Your glyph starts out very weak\-\-\-its initial projectiles are powerless (they cannot even destroy minor anti\-glyphs). Build the strength of your projectiles by gathering Elements from the plane and dropping them near the center of the grid in a collage. Minor anti\-glyphs will try to break apart your collage\-\-\-destroy them with projectiles (you need at least one Element in your collage to have projectiles that are powerful enough to destroy minor anti\-glyphs). After you destroy the major anti\-glyph, a portal will appear. Pass through this portal to move on to the next level. A more detailed description is given below. . .SH "HOW TO PLAY" Game Components: A level in Transcend contains the following components: Your glyph \- Always at the center of the screen. This is the component that you control (i.e., "you" in traditional game\-speak). The plane \- Marked by a grid. Your glyph can travel anywhere on this grid. Umbilical \- A colored line that connects your glyph to the center of the grid. This line's color and width change according to your current projectile strength and attributes. Elements \- Stationary objects that start out strewn along the borderof the grid. Your glyph can pick these up and move themaround. Elements can be dropped at the center of the grid to form a power\-up and music collage (see below). Music cursor \- A red, yellow, and green line that traverses your Element collage. This line moves to show the current music position in time. The vertical extent of the cursor represents the stereo space (red is right, green is left, and yellow is center). Minor anti\-glyphs \- The enemy. These mobile components pursue your glyph and the Elements in your power\-up collage. Major anti\-glyph \- A large enemy that travels in a circular path around the grid. This enemy is your primary target: when you destroy the major anti\-glyph, you can move on to the next level. Portal \- Appears after you destroy the major anti\-glyph. While the portal is visible, minor anti\-glyphs will stop attacking. You can explore the various Elements and musical possibilities without being bothered by enemies. Pass through the portal to move on to the next level. Enemy attacks: When you are hit with an enemy projectile, your glyph drops any Element that it is carrying and is propelled back toward the center of the grid. When an Element is hit by an enemy projectile, it is propelled away from the center of the grid. Once you have started building a collage of Elements, the minor anti\-glyphs will try to knock Elements out and disrupt your collage. Power\-up and music collage: Elements that are dropped near the center of the grid (where your umbilical ends) form a collage. Elements that are dropped near the collage also become part of the collage (thus, a collage can extend far away from the grid center as long as some Element in the collage is near the center). Each Element represents a projectile power\-up. The Elements in your collage are combined to determine the strength and form of your glyph's projectile. After your collage contains at least one Element, your projectiles will be strong enough to destroy any minor anti\-glyph in one shot. However, the major anti\-glyph is much more durable, and a relatively large collage will be needed to make your projectiles strong enough to destroy it easily. If your collage grows to be asymmetrical and/or off\-center, your projectiles will become weaker (they will appear transparent and your umbilical will become thinner). In addition to a projectile power\-up, each Element represents a section of music. A cursor traverses your collage and plays the music associated with the Elements that you have assembled. Thus, a chain of elements that extends perpendicular to the cursor will be played sequentially in time. A chain that extends parallel to the cursor will be played simultaneously in time but spaced out in stereo. .SH "AUTHOR" Transcend was written by Jason Rohrer. .P This manual page was written for Debian by Miriam Ruiz . . .ig This is rather hacky \-\- the turn off line adjustment temporarily using .na/.ad since lines with very long words (like URLs) look ugly. .. .na .URL "http://transcend.sourceforge.net/" "Transcend Homepage" "" .P .ad debian/docs0000644000000000000000000000003612152341403010033 0ustar Transcend/doc/how_to_play.txt debian/README.Debian0000644000000000000000000000433312152341403011225 0ustar transcend for Debian -------------------- Mail from "Jason Rohrer" regarding the program's license (GPL): Thu, 13 Oct 2005 10:19:53 -0400 Hey, thanks for working on this. I use the same makefile templates for all of my projects. The __ppc__ flag is used by some crypto code that is in other projects. That flag is *not* necessary for Transcend (so feel free to remove it). I generally do not include a copy of the GPL with my software. That's just the way I do things... maybe I should change that. Some people also include a copy (or portion) of the GPL at the top of each and every source file. As a programmer, I feel that this wastes screen space, since I constantly have to scroll past it every time I look at the code. What kind of distribution are you making? If it is a binary distribution (like a binary .deb), then you don't need a license file, right? Maybe you need one for a source distribution. You have my permission to add a copy of the GPL, or a readme that mentions the GPL, in whatever distribution you create. Thanks again for working on a package. Please let me know how it turns out. Jason On Wed, 12 Oct 2005 13:37:25 +0200 (CEST) Miriam Ruiz wrote: > I've found at http://transcend.sourceforge.net/ the game Transcend, which I > find to be really nice and innovative. I'm building a package for the Debian > system out of it, but I have a couple of doubts. > > In first place, there are different makefiles for Linux X86 and Linux PPC. The > only difference between them seems to be -D__ppc__ in PLATFORM_COMPILE_FLAGS, > What does it mean? Is it really necessary? > > On the other hand, even when at the web page is stated that the program is to > be distributed unger the GNU GPL License, that is not clearly said inside the > source tar.gz file. It would be nice that there was a notice in a readme file > saying clearly that all the files of the program, source files and level data, > are distributed under the GPL License, or something like that, and to include > a copy of the license in the tar.gz file too. Would that be possible? > > Thanks in advance, and greetings, > Miry -- Miriam Ruiz , Wed, 12 Oct 2005 01:58:59 +0200 debian/links0000644000000000000000000000005012152341403010217 0ustar usr/games/Transcend usr/games/transcend debian/install0000644000000000000000000000045412152341403010555 0ustar Transcend/game/Transcend usr/games Transcend/levels usr/share/games/transcend debian/*.desktop usr/share/applications transcend.png usr/share/icons/hicolor/128x128/apps 32x32/transcend.png usr/share/icons/hicolor/32x32/apps 32x32/transcend.png usr/share/pixmaps 32x32/transcend.xpm usr/share/pixmaps debian/copyright0000644000000000000000000000441112152341403011114 0ustar This package was debianized by Miriam Ruiz on Wed, 12 Oct 2005 01:58:59 +0200. It was downloaded from http://transcend.sourceforge.net/ Copyright: Copyright (C) 1999-2005 Jason Rohrer License: This package is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This package is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this package; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA On Debian systems, the complete text of the GNU General Public License can be found in `/usr/share/common-licenses/GPL-2'. The Debian packaging is Copyright (C) 2005, 2006, Miriam Ruiz and is licensed under the GPL, see above. minorGems/crypto/hashes/sha1.* Originally taken from the public domain SHA1 implementation written by by Steve Reid Modified by Aaron D. Gifford NO COPYRIGHT - THIS IS 100% IN THE PUBLIC DOMAIN minorGems/io/serialPort/win32/COMPort.* General component library for WIN32 Copyright (C) 2000, UAB BBDSoft ( http://www.bbdsoft.com/ ) This material is provided "as is", with absolutely no warranty expressed or implied. Any use is at your own risk. Permission to use or copy this software for any purpose is hereby granted without fee, provided the above notices are retained on all copies. Permission to modify the code and to distribute modified code is granted, provided the above notices are retained, and a notice that the code was modified is included with the above copyright notice. The author of this program may be contacted at developers@bbdsoft.com minorGems/system/endian.h Code for Solaris defs adapted from: MD5 message-digest algorithm. by Colin Plumb in 1993, no copyright is claimed. debian/menu0000644000000000000000000000032112152341403010044 0ustar ?package(transcend):needs="X11" \ section="Games/Action" \ title="Transcend" \ longtitle="retro-style, abstract 2D shooter" \ command="/usr/games/transcend" \ icon="/usr/share/pixmaps/transcend.xpm" debian/transcend.desktop0000644000000000000000000000027312152341403012537 0ustar [Desktop Entry] Type=Application Name=Transcend GenericName=shooter game Comment=retro-style, abstract 2D shooter Icon=transcend Exec=transcend Terminal=false Categories=Game;ActionGame; debian/changelog0000644000000000000000000000664212152341403011043 0ustar transcend (0.3.dfsg2-3) unstable; urgency=low * Add patch to build with portaduio19. (Closes: #594014). * Add hardening flags. + Thanks to Peter De Wachter for the help. * Add build-dep on dpkg-dev for buildflags. * Bump Standards Version to 3.9.4. -- Barry deFreese Mon, 27 May 2013 13:44:03 -0400 transcend (0.3.dfsg2-2) unstable; urgency=low * Use a different icon on platforms where icns2png fails (Closes: #613928) -- Paul Wise Sat, 19 Feb 2011 11:29:46 +0800 transcend (0.3.dfsg2-1) unstable; urgency=low * Add myself to uploaders and wrap it * Switch to dpkg-source v3 format * Switch to debhelper dh rules.tiny style * Keep upstream capitalization, add symlinks * Drop makefile patch in favour of sed * Repack to remove prebuilt Windows binaries * Improve the repack process slightly * Add Debian and FreeDesktop menu items * Add an icon converted from the MacOS X icon * Wrap the build-depends, drop unused autotools-dev * Refer to the correct version of the GPL * Don't link against libraries that are not used and drop Build-Depends for them * Clean up watch file and blank lines * Refresh patches and add DEP-3 headers * Bump Standards-Version, no changes needed -- Paul Wise Tue, 08 Feb 2011 23:59:34 +0800 transcend (0.3.dfsg1-3) unstable; urgency=low [ Sam Hocevar ] * debian/transcend.6: + Removed weird mention of a wok and a frying pan from the manpage and the empty SEE ALSO section (Closes: #413825). * debian/control: + Added myself to the uploaders. + Removed a comma from the short description. [ Cyril Brulebois ] * Added Vcs-Svn and Vcs-Browser fields in the control file. [ Jon Dowland ] * add Homepage: control field to source stanza [ Barry deFreese ] * Remove comments from debian/copyright. * Bump debhelper build-dep version to 5 to match compat. * Fix copyright line in debian/copyright. * Add descriptions to quilt patches. * Bump to Standards Version 3.8.0. (No changes needed). * Add myself to uploaders. [ Miriam Ruiz ] * Fixed bashism: Replaced "{build,configure}-stamp" by "build-stamp configure-stamp" in debian/rules. (Closes: #484447) [ Ansgar Burchardt ] * Remove Homepage semi-field from description [ Christoph Egger ] * Replacing obsolete Packages in build-depends * Actually loading www.tmac in manpage to get rid of man warning -- Barry deFreese Mon, 16 Mar 2009 12:03:07 -0400 transcend (0.3.dfsg1-2) unstable; urgency=low [ Gonéri Le Bouder ] * fix the watch file [ Miriam Ruiz ] * Fixed building system to respect DEB_BUILD_OPTIONS={noopt, nostrip} and use CFLAGS defined in debian/rules. Closes: #433361 * Removed unneeded stuff from debian/rules as configure is not an autotools generated script. -- Miriam Ruiz Mon, 16 Jul 2007 17:47:01 +0000 transcend (0.3.dfsg1-1) unstable; urgency=low * Removed non-free stuff. -- Miriam Ruiz Sat, 14 Oct 2006 03:56:35 +0000 transcend (0.3-2) unstable; urgency=low * Readded ${misc:Depends} to debian/control. * Moved game data to /usr/share/games/transcend/ -- Miriam Ruiz Sat, 30 Sep 2006 01:24:20 +0200 transcend (0.3-1) unstable; urgency=low * Initial release. Closes: #334429 -- Miriam Ruiz Wed, 12 Oct 2005 01:58:59 +0200 debian/compat0000644000000000000000000000000212152341403010357 0ustar 7 debian/watch0000644000000000000000000000016012152341403010207 0ustar version=3 opts=dversionmangle=s/[\.\+]dfsg[0-9]*// http://sf.net/transcend/Transcend_(.*)_UnixSource\.tar\.gz debian/rules0000755000000000000000000000362312152341403010245 0ustar #!/usr/bin/make -f DPKG_EXPORT_BUILDFLAGS = 1 include /usr/share/dpkg/buildflags.mk %: dh $@ --parallel override_dh_auto_configure: chmod u+x Transcend/configure cd Transcend && platformSelection=1 ./configure override_dh_auto_build: icns2png -x Transcend/build/macOSX/Transcend.app/Contents/Resources/Transcend.icns || true mv Transcend_128x128x32.png transcend.png || convert -scale 128x128 Transcend/doc/moondance/submission/screen1.png transcend.png mkdir -p 32x32 convert -scale 32x32 transcend.png 32x32/transcend.png convert 32x32/transcend.png 32x32/transcend.xpm $(MAKE) -C Transcend/game \ OPTIMIZE_FLAG="$(CPPFLAGS) $(CXXFLAGS) \ -DLEVELS_DIR=\\\"/usr/share/games/transcend/levels\\\"" \ PLATFORM_LINK_FLAGS="$(LDFLAGS) -lGL -lglut -lGLU -lportaudio -lpthread" override_dh_auto_clean: [ ! -f Transcend/game/Makefile ] || $(MAKE) -C Transcend/game clean rm -f Transcend/editors/Makefile rm -f Transcend/game/Makefile rm -f Transcend/game/Makefile.minorGems_dependencies rm -rf 32x32 transcend.png override_dh_installchangelogs: dh_installchangelogs Transcend/doc/changeLog.txt V=0.3 P=Transcend p=transcend sfp=transcend/Transcend get-orig-source: wget -c http://downloads.sourceforge.net/project/$(sfp)/$(V)/$(P)_$(V)_UnixSource.tar.gz tar zxf $(P)_$(V)_UnixSource.tar.gz # Embedded code copies, unused rm -r $(P)_$(V)_UnixSource/Transcend/portaudio # Pre-built Windows libraries, unused rm $(P)_$(V)_UnixSource/Transcend/build/win32/*.dll # Windows-only code, unused rm $(P)_$(V)_UnixSource/minorGems/io/file/win32/dirent.* # non-free, unused rm -r $(P)_$(V)_UnixSource/minorGems/util/development/fortify rm $(P)_$(V)_UnixSource/minorGems/graphics/openGL/tga.* rm $(P)_$(V)_UnixSource/minorGems/graphics/openGL/texture.* mv $(P)_$(V)_UnixSource $(p)-$(V)+dfsg1.orig tar zcf ../$(p)_$(V)+dfsg1.orig.tar.gz $(p)-$(V)+dfsg1.orig rm -r $(P)_$(V)_UnixSource.tar.gz $(p)-$(V)+dfsg1.orig debian/control0000644000000000000000000000303712152341403010567 0ustar Source: transcend Section: games Priority: optional Maintainer: Debian Games Team Uploaders: Miriam Ruiz , Sam Hocevar , Barry deFreese , Paul Wise Build-Depends: debhelper (>= 7.0.50~), dpkg-dev (>= 1.16.1~), imagemagick, icnsutils, freeglut3-dev, libgl1-mesa-dev | libgl-dev, libglu1-mesa-dev | libglu-dev, portaudio19-dev Standards-Version: 3.9.4 Vcs-Svn: svn://svn.debian.org/svn/pkg-games/packages/trunk/transcend/ Vcs-Browser: http://svn.debian.org/wsvn/pkg-games/packages/trunk/transcend/?op=log Homepage: http://transcend.sourceforge.net/ Package: transcend Architecture: any Depends: ${shlibs:Depends}, ${misc:Depends} Description: retro-style, abstract 2D shooter Transcend can best be described as retro-style, abstract 2-D shooter. The graphics are geometrical, and the pace is sometimes frenzied. . Two features set Transcend apart from other games. First, its dynamic graphical engine, which can smoothly morph from one complex shape to another, produces striking displays. Combining these dynamic shapes with subtle randomizations makes each play through a Transcend level visually different from the last. The second novel feature is Transcend's musical power-up system. As you play through a level, you are simultaneously assembling an abstract visual collage and arranging a unique piece of music. Transcend merges video games with pure art---it can be viewed either as a game or as a multimedia sculpture. debian/patches/0000755000000000000000000000000012152341403010610 5ustar debian/patches/series0000644000000000000000000000007212152341403012024 0ustar 00_portaudio.patch 02_levels_dir.patch 03_portaudio.patch debian/patches/03_portaudio.patch0000644000000000000000000000364712152341403014153 0ustar Author: Barry deFreese Description: Build with portaudio19. --- a/Transcend/game/SoundPlayer.h +++ b/Transcend/game/SoundPlayer.h @@ -204,7 +204,7 @@ double mMusicLoudness; - PortAudioStream *mAudioStream; + PaStream *mAudioStream; // realtime sounds that should be mixed into the next to-speaker call SimpleVector *mRealtimeSounds; --- a/Transcend/game/SoundPlayer.cpp +++ b/Transcend/game/SoundPlayer.cpp @@ -47,9 +47,11 @@ // callback passed into portaudio -static int portaudioCallback( void *inputBuffer, void *outputBuffer, +int portaudioCallback( const void *inputBuffer, void *outputBuffer, unsigned long framesPerBuffer, - PaTimestamp outTime, void *userData ) { + const PaStreamCallbackTimeInfo *outTime, + PaStreamCallbackFlags statusFlags, + void *userData ) { SoundPlayer *player = (SoundPlayer *)userData; @@ -147,21 +149,13 @@ if( error == paNoError ) { - error = Pa_OpenStream( + error = Pa_OpenDefaultStream( &mAudioStream, - paNoDevice,// default input device 0, // no input - paFloat32, // 32 bit floating point input - NULL, - Pa_GetDefaultOutputDeviceID(), 2, // stereo output paFloat32, // 32 bit floating point output - NULL, mSampleRate, 1024, // frames per buffer - 0, // number of buffers, if zero then use default minimum - paClipOff, // we won't output out of range samples so - // don't bother clipping them portaudioCallback, (void *)this ); // pass self-pointer to callback function debian/patches/00_portaudio.patch0000644000000000000000000000507512152341403014145 0ustar Description: Link to dynamic portaudio instead of static. Author: Miriam Ruiz --- a/Transcend/Makefile.GnuLinuxPPC +++ b/Transcend/Makefile.GnuLinuxPPC @@ -22,7 +22,7 @@ # various GL and X windows librariesneeded for linux # also need portaudio library (which in turn needs pthreads) -PLATFORM_LINK_FLAGS = -L/usr/X11R6/lib -lGL -lglut -lGLU -lX11 -lXi -lXext -lXmu ${ROOT_PATH}/Transcend/portaudio/lib/libportaudio.a -lpthread +PLATFORM_LINK_FLAGS = -L/usr/X11R6/lib -lGL -lglut -lGLU -lX11 -lXi -lXext -lXmu -lportaudio -lpthread # All platforms but OSX support g++ and need no linker hacks --- a/Transcend/Makefile.GnuLinuxX86 +++ b/Transcend/Makefile.GnuLinuxX86 @@ -22,7 +22,7 @@ # pthread library needed for linux # also need portaudio library (which in turn needs pthreads) -PLATFORM_LINK_FLAGS = -L/usr/X11R6/lib -lGL -lglut -lGLU -lX11 -lXi -lXext -lXmu ${ROOT_PATH}/Transcend/portaudio/lib/libportaudio.a -lpthread +PLATFORM_LINK_FLAGS = -L/usr/X11R6/lib -lGL -lglut -lGLU -lX11 -lXi -lXext -lXmu -lportaudio -lpthread # All platforms but OSX support g++ and need no linker hacks --- a/Transcend/Makefile.MacOSX +++ b/Transcend/Makefile.MacOSX @@ -22,7 +22,7 @@ # various frameworks to support OpenGL, GLUT, and portaudio -PLATFORM_LINK_FLAGS = -framework Cocoa -framework OpenGL -framework GLUT -framework CoreAudio -framework AudioToolbox ${ROOT_PATH}/Transcend/portaudio/lib/libportaudio.a +PLATFORM_LINK_FLAGS = -framework Cocoa -framework OpenGL -framework GLUT -framework CoreAudio -framework AudioToolbox -lportaudio --- a/Transcend/Makefile.MinGW +++ b/Transcend/Makefile.MinGW @@ -20,7 +20,7 @@ PLATFORM_COMPILE_FLAGS = -DWIN_32 # need various GL libraries, winmm, and portaudio -PLATFORM_LINK_FLAGS = -lopengl32 -lglut32 -lglu32 ${ROOT_PATH}/Transcend/portaudio/lib/libportaudio.a -lwinmm +PLATFORM_LINK_FLAGS = -lopengl32 -lglut32 -lglu32 -lportaudio -lwinmm # All platforms but OSX support g++ and need no linker hacks --- a/Transcend/game/SoundPlayer.h +++ b/Transcend/game/SoundPlayer.h @@ -46,8 +46,7 @@ #include "SoundFilter.h" #include "PlayableSound.h" -#include "Transcend/portaudio/pa_common/portaudio.h" -#include "Transcend/portaudio/pablio/pablio.h" +#include #include "minorGems/util/SimpleVector.h" --- a/Transcend/game/SoundPlayerActive.h +++ b/Transcend/game/SoundPlayerActive.h @@ -16,8 +16,7 @@ #include "SoundSamples.h" -#include "Transcend/portaudio/pa_common/portaudio.h" -#include "Transcend/portaudio/pablio/pablio.h" +#include #include "minorGems/util/SimpleVector.h" debian/patches/02_levels_dir.patch0000644000000000000000000000222412152341403014262 0ustar Description: Add LEVELS_DIR to specify which directory the level data is installed in. Author: Miriam Ruiz --- a/Transcend/game/LevelDirectoryManager.cpp +++ b/Transcend/game/LevelDirectoryManager.cpp @@ -42,7 +42,7 @@ } else { // return default location... level 1 - File *levelDirectory = new File( NULL, "levels" ); + File *levelDirectory = new File( NULL, LEVELS_DIR ); File *level1Directory = levelDirectory->getChildFile( "001" ); delete levelDirectory; --- a/Transcend/game/LevelDirectoryManager.h +++ b/Transcend/game/LevelDirectoryManager.h @@ -16,6 +16,9 @@ #ifndef LEVEL_DIRECTORY_MANAGER_INCLUDED #define LEVEL_DIRECTORY_MANAGER_INCLUDED +#ifndef LEVELS_DIR +#define LEVELS_DIR "levels" +#endif #include "minorGems/io/file/File.h" --- a/Transcend/game/game.cpp +++ b/Transcend/game/game.cpp @@ -495,7 +495,7 @@ - File *levelsDirectory = new File( NULL, "levels" ); + File *levelsDirectory = new File( NULL, LEVELS_DIR ); File *currentLevelDirectory = levelsDirectory->getChildFile( levelString ); if( !( currentLevelDirectory->exists() ) ) { debian/manpages0000644000000000000000000000004612152341403010677 0ustar debian/Transcend.6 debian/transcend.6